Game information display method and device, program product, and electronic device
By obtaining the current status of the controlled characters in the game, real-time recommendations and prompts for crawling objects of flying props, it solves the problem that users find it difficult to quickly and accurately determine crawling objects, and improves the accuracy and user experience of game operations.
Patent Information
- Application Number
- CN202411812938.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-10
- Publication Date
- 2025-04-04
AI Technical Summary
There is no prompt recommendation for users to crawl objects through flying props in the game, which makes it difficult for users to quickly and accurately determine the appropriate crawl objects, affecting the accuracy of game operations and user experience.
By obtaining the current character status of the controlled character, the recommended crawling object of the flyable prop is determined in real time, and the first prompt display is performed in the graphical user interface, helping the user to quickly and accurately determine the appropriate crawling object.
It improves the accuracy and operation efficiency of users to grab objects through flying props in the game, and improves the user's gaming experience.
Smart Images

Figure CN119746394A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a method for displaying game information, a device for displaying game information, a computer program product, and an electronic device. Background Art
[0002] In some games, users can use flying props to grab objects to perform corresponding game operations. For example, a zipline prop can be used to grab houses, branches, plots of land, etc. to escape or travel, and to grab characters to attack.
[0003] However, in the related art, there is no solution for prompting and recommending grabbing objects, which makes it difficult for users to quickly and accurately determine the appropriate grabbing objects, resulting in low accuracy of user game operations and poor user gaming experience.
[0004] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute the prior art known to ordinary technicians in the field. Summary of the invention
[0005] The purpose of the present disclosure is to provide a method and device for displaying game information, a computer program product and an electronic device, thereby assisting users to quickly and accurately determine appropriate grabbing objects to at least a certain extent, thereby improving the accuracy of user game operations.
[0006] Other features and advantages of the present disclosure will become apparent from the following detailed description, or may be learned in part by the practice of the present disclosure.
[0007] According to a first aspect of the present disclosure, a method for displaying game information is provided, and a graphical user interface is provided through a terminal device. The method includes: obtaining a current character state of a controlled character, and determining a recommended grabbing object for a flying prop of the controlled character based on the current character state; and displaying a first prompt of the recommended grabbing object in the graphical user interface.
[0008] According to a second aspect of the present disclosure, there is provided a device for displaying game information, comprising: providing a graphical user interface through a terminal device, the device comprising: a recommended grabbing object determination module, configured to obtain a current character state of a controlled character, and determine a recommended grabbing object for a flying prop of the controlled character according to the current character state; and a first prompt display module, configured to display a first prompt for the recommended grabbing object in the graphical user interface.
[0009] According to a third aspect of the present disclosure, a computer program product comprising instructions is provided, which, when executed on a computer, enables the computer to execute the steps of the method for displaying game information as described in the first aspect.
[0010] According to a fourth aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the program is executed by a processor, the method for displaying game information as described in the first aspect of the above embodiment is implemented.
[0011] According to a fifth aspect of an embodiment of the present disclosure, there is provided an electronic device, comprising: a processor; and a storage device for storing one or more programs, which, when executed by the one or more processors, enables the one or more processors to implement the method for displaying game information as described in the first aspect of the above embodiment.
[0012] It can be seen from the above technical solutions that the method and device for displaying game information in the exemplary embodiments of the present disclosure, as well as the computer program product and electronic device for implementing the method for displaying game information, have at least the following advantages and positive effects:
[0013] In the technical solutions provided by some embodiments of the present disclosure, by obtaining the current character state of the controlled character, the recommended grabbing object of the controlled character's flying prop can be determined in real time according to the current character state, so as to display the recommended grabbing object. Compared with the related art, the present disclosure can recommend the grabbing object of the flying prop to the user in real time through the current character state of the controlled character, so that the user can quickly and accurately determine the object he wants to grab according to the recommended grabbing object, thereby helping to improve the accuracy and efficiency of the user's game operation.
[0014] It is to be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the present disclosure. BRIEF DESCRIPTION OF THE DRAWINGS
[0015] The accompanying drawings herein are incorporated into the specification and constitute a part of the specification, illustrate embodiments consistent with the present disclosure, and together with the specification are used to explain the principles of the present disclosure. Obviously, the accompanying drawings described below are only some embodiments of the present disclosure, and for ordinary technicians in this field, other accompanying drawings can be obtained based on these accompanying drawings without creative work.
[0016] Figure 1 A schematic diagram showing an exemplary system architecture to which the embodiments of the present disclosure may be applied;
[0017] Figure 2A schematic flow chart showing a method for displaying game information in an exemplary embodiment of the present disclosure;
[0018] Figure 3 A flow chart showing a method for determining a recommended grab according to the virtual life value of a controlled character in an exemplary embodiment of the present disclosure;
[0019] Figure 4 A schematic flow chart showing a method for determining a recommended grasping object according to a position and orientation relationship in an exemplary embodiment of the present disclosure;
[0020] Figure 5 A schematic diagram showing a graphical user interface in an exemplary embodiment of the present disclosure;
[0021] Figure 6 A schematic diagram showing another graphical user interface in an exemplary embodiment of the present disclosure;
[0022] Figure 7 A schematic diagram showing another graphical user interface in an exemplary embodiment of the present disclosure;
[0023] Figure 8 A schematic diagram showing another graphical user interface in an exemplary embodiment of the present disclosure;
[0024] Fig. 9 A schematic diagram showing another graphical user interface in an exemplary embodiment of the present disclosure;
[0025] Fig.10 A schematic diagram showing another graphical user interface in an exemplary embodiment of the present disclosure;
[0026] Fig.11 A schematic diagram of the composition of a display device for game information in an exemplary embodiment of the present disclosure;
[0027] Fig.12 A schematic structural diagram of an electronic device in an exemplary embodiment of the present disclosure is shown. DETAILED DESCRIPTION
[0028] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in a variety of forms and should not be construed as being limited to the examples set forth herein; on the contrary, these embodiments are provided so that the present disclosure will be more comprehensive and complete, and the concepts of the example embodiments are fully conveyed to those skilled in the art. The described features, structures, or characteristics may be combined in one or more embodiments in any suitable manner. In the following description, many specific details are provided to provide a full understanding of the embodiments of the present disclosure. However, those skilled in the art will appreciate that the technical solutions of the present disclosure may be practiced while omitting one or more of the specific details, or other methods, components, devices, steps, etc. may be adopted. In other cases, known technical solutions are not shown or described in detail to avoid obscuring various aspects of the present disclosure.
[0029] The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express an open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.
[0030] In addition, the accompanying drawings are only schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the figures represent the same or similar parts, and their repeated description will be omitted. Some of the block diagrams shown in the accompanying drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or implemented in one or more hardware modules or integrated circuits, or implemented in different networks and / or processor devices and / or microcontroller devices.
[0031] In the game, users can use flying props to grab objects in the game to perform game operations. Taking the zipline prop as an example, users can use the zipline to grab branches, plots of land, etc. to fly, and grab characters to lock. When the grabbing object is a non-character object such as a branch, house, or plot of land, the user can rush or escape by grabbing the object. When the grabbing object is a task, the user can attack the character by grabbing the object.
[0032] In other words, the user uses the same interactive action when attacking and escaping, but the motivation is opposite. In the related art, when fighting with the enemy, the zipline will give priority to grabbing the enemy. Even if the situation is not right during the fight and you want to escape quickly, the zipline will still choose to grab the enemy by default, resulting in the user being unable to escape during the fight. That is, the related art does not accurately recommend the grab object based on the real-time status of the game, resulting in the user being unable to quickly and accurately determine the appropriate grab object, which causes the user's game operation to be inconsistent with their expectations, which in turn causes the user's game operation to be low in accuracy and poor gaming experience.
[0033] In order to solve the above problems, the present invention provides a method and device for displaying game information, which can be applied to Figure 1 In the system architecture of the exemplary application environment shown.
[0034] like Figure 1 As shown, the system architecture 100 may include a terminal device 110 and a server 120. The terminal device 110 may be a terminal device such as a smart phone, a tablet computer, a desktop computer, a laptop computer, a smart wearable device, etc. The server 120 generally refers to a background system that provides services related to the method for displaying game information in this exemplary embodiment, and may be a server or a cluster formed by multiple servers. The terminal device 110 and the server 120 may be connected via a wired or wireless communication link to perform data exchange.
[0035] In an exemplary embodiment, the above-mentioned game information method can be executed by the terminal device 110. Accordingly, the game information display device can be set in the terminal device 110 to implement the corresponding module functions. For example, a user uses the terminal device 110 to log in to the game. During the game, the terminal device 110 can obtain the current character state of the controlled character in the game in real time, determine the recommended grabbing object of the controlled character's flying props according to the current character state, and display the recommended grabbing object in the graphical user interface of the terminal device 110.
[0036] In an exemplary embodiment, the above-mentioned method for displaying game information may be executed by the server 120. Accordingly, a display device for game information may be provided in the server 120 to implement corresponding module functions. For example, a user logs into the game using the terminal device 110, and the terminal device 110 may send relevant login information to the server 120, and the server 120 may obtain the current character state of the controlled character in real time, determine the recommended grabbing object of the flying prop of the controlled character according to the current character state, and send the recommended grabbing object to the terminal device 110, so as to display the first prompt of the recommended grabbing object in the graphical user interface of the terminal device 110.
[0037] It should be understood that Figure 1 The number of terminal devices and servers in the example is only illustrative. Any number of terminal devices and servers may be provided as required. For example, the server 120 may be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
[0038] In one embodiment of the present disclosure, the method for displaying game information can be run on a local terminal device or a server. When the method for displaying 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.
[0039] 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 method 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 method of the game information are completed on the cloud game server. The role of the client device is to receive and send data and present 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 responsible for information processing. When playing the game, the user 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.
[0040] 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 user 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 user in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the user 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.
[0041] However, it is easy for those skilled in the art to understand that the above application scenarios are only used as examples and are not limited to this in the present exemplary embodiment.
[0042] In a possible implementation, an embodiment of the present invention provides a method for displaying game information, providing a graphical user interface through a terminal device, wherein the graphical user interface includes at least a portion of a game scene. The terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interaction system mentioned above.
[0043] Figure 2 A flowchart of a method for displaying game information in an exemplary embodiment of the present disclosure is shown. A graphical user interface is provided through a display screen of a terminal device. Figure 2 , the method comprising:
[0044] Step S210, obtaining the current character state of the controlled character, and determining the recommended grabbing object of the flying prop of the controlled character according to the current character state;
[0045] Step S220: displaying a first prompt of the recommended grab object in the graphical user interface.
[0046] exist Figure 2 In the technical solution provided by the illustrated embodiment, by obtaining the current character state of the controlled character, the recommended grabbing object of the controlled character's flying prop can be determined in real time according to the current character state, thereby prompting and displaying the recommended grabbing object. Compared with the related art, the present disclosure can recommend grabbing objects of flying props to the user in real time through the current character state of the controlled character, so that the user can quickly and accurately determine the object he wants to grab according to the recommended grabbing object, thereby helping to improve the accuracy and efficiency of the user's game operation.
[0047] Next, a specific implementation method of "step S210, obtaining the current character state of the controlled character, and determining the recommended grabbing object of the flying prop of the controlled character according to the current character state" is described.
[0048] In an exemplary embodiment, the flying props include props that can assist the game character in flying, such as zipline props. The game character can fly along a certain trajectory from the current position of the game character to the target position indicated by the flying prop control through the flying props.
[0049] For example, the flying props in the present disclosure need to grab a virtual object in the game scene to assist in flying. For example, by grabbing the virtual object, the game character can quickly fly from the current position to the position of the grabbed virtual object or fly to a position farther than the position of the grabbed virtual object.
[0050] In an exemplary embodiment, the flying prop is configured with a preset grabbing range, and the flying prop can only grab objects within the preset grabbing range, and cannot grab objects beyond the preset grabbing range. The preset grabbing range can be customized according to needs, such as a range within a first preset distance from the virtual character, and this exemplary embodiment does not specifically limit this.
[0051] In an exemplary embodiment, the controlled character is in the first game camp, and the character state includes one or more of the virtual life value of the controlled character and the position orientation relationship between the controlled character and the second virtual character, wherein the second virtual character includes a game character in the second game camp and within the grabbing range of the flying prop. The first game camp and the second game camp are different game camps, that is, the first game camp and the second game camp are hostile game camps.
[0052] For example, the controlled character is in the first game camp, the second virtual character is in the second game camp and is within the grabbing range of the flying prop, for example, the game characters in the second game camp include character 1, character 2, character 3, and character 4, wherein character 2 and character 3 are within the current grabbing range of the flying prop, then character 2 and character 3 are the current second virtual characters. In other words, the current character state of the controlled character includes one or more of the current health of the controlled character and the facial orientation relationship between the controlled character and the enemy game character within the grabbing range of the flying prop.
[0053] In an exemplary embodiment, when the character state includes the virtual life value of the controlled character, the recommended grab object can be determined according to the virtual life value of the controlled character. Figure 3 A flow chart showing a method for determining a recommended grab according to the virtual life value of a controlled character in an exemplary embodiment of the present disclosure is shown. Figure 3 , the method may include steps S310 to S340. Wherein:
[0054] In step S310, a first virtual life value of the controlled character and a second virtual life value of the third virtual character are obtained.
[0055] In an exemplary embodiment, the third virtual character comprises a game character having the lowest virtual health value among the second virtual characters.
[0056] In step S320, determine whether the first virtual life value is greater than the second virtual life value, if so, go to step S330, otherwise go to step S340.
[0057] In step S330, the third virtual character is determined as a recommended grasping object.
[0058] For example, when the first virtual health value is greater than the second virtual health value, the controlled character has a greater chance of winning when battling against the third virtual character, so the third virtual character can be determined as a recommended capture object, thereby assisting the user to quickly determine the enemy character that can be attacked.
[0059] In step S340, a recommended grab object is determined based on the non-offensive grab objects within the grab range of the flying item.
[0060] In an exemplary embodiment, the virtual character is an offensive grabbing object, and other virtual objects in the game scene except the virtual character can be non-offensive grabbing objects, such as trees, flowers, houses, plots of land and other virtual objects of non-virtual character type in the game scene can be non-offensive grabbing objects. Non-offensive grabbing objects can be customized and determined according to needs, such as all virtual objects of non-virtual character type in the game scene can be determined as non-offensive virtual objects or other specified types of virtual objects of non-virtual character type in the game can be determined as non-offensive objects, such as non-offensive objects include virtual objects of vegetation type, building type, and plot type.
[0061] For example, when the first virtual health value is less than the second virtual health value, it indicates that the probability of the controlled character winning the battle against the enemy character with the lowest health value is relatively small, so the user should want to escape at this time. Therefore, the grabbing object that can assist the user in escaping can be determined as the recommended grabbing object.
[0062] In an exemplary embodiment, when determining a recommended grab object based on non-offensive grab objects, the non-offensive grab object that is closest to the controlled character within the grab range of the flying prop can be determined as the recommended grab object, or the non-offensive grab object that is directly in front of the controlled character within the grab range of the flying prop can be determined as the recommended grab object.
[0063] In an exemplary embodiment, when the recommended grabbing object is determined based on the non-offensive grabbing object within the grabbing range of the flying prop, the sensitivity of the first virtual camera is increased to adjust the aiming grabbing object of the flying prop based on the first virtual camera with increased sensitivity; wherein the first virtual camera is used to shoot the game scene to generate a third-person perspective game screen.
[0064] For example, a first virtual camera can be set in the game scene to shoot the game scene through the first virtual camera to achieve the presentation of the game screen from a third-person perspective. When the recommended grabbing object is determined based on the non-offensive grabbing object within the grabbing range of the flying prop, it means that the user wants to escape during the battle. At this time, the sensitivity of the first virtual camera can be increased so that the user can observe a larger range of the game scene than before the sensitivity adjustment under the same lens adjustment operation range. For example, before the sensitivity adjustment, the user slides the joystick in the virtual joystick control that controls the game screen to the left by 0.5 cm, and the game screen displays the game scene within 50 degrees to the left of the game scene corresponding to the current game screen. After the sensitivity adjustment, the game screen can display the game scene within 70 degrees to the left of the game scene corresponding to the current game screen.
[0065] By adjusting the sensitivity, the user can observe a larger range of the game scene with small operations, so that he can quickly aim at the grabbing object that can help the controlled character controlled by the user escape. When the user wants to escape, he can quickly and accurately aim at the grabbing object, thereby improving the efficiency of the user's game operation.
[0066] In the present disclosure, when the virtual life value of the controlled character is greater than or equal to the virtual life value of the third virtual character, the third virtual character can be determined as the recommended grabbing object; when the virtual life value of the controlled character is less than the virtual life value of the third virtual character, the recommended grabbing object is determined based on the non-offensive grabbing objects within the grabbing range of the flying prop.
[0067] In another exemplary embodiment, the third virtual character may be determined as the recommended grabbing object when the first virtual life value is greater than the second virtual life value and the difference between the first virtual life value and the second virtual life value is greater than a preset value; otherwise, the recommended grabbing object is determined based on the non-offensive grabbing objects within the grabbing range of the flying prop.
[0068] In another exemplary embodiment, the third virtual character may be determined as the recommended grabbing object when the first virtual health value is greater than or equal to half of the second virtual health value, otherwise the recommended grabbing object is determined based on the non-offensive grabbing objects within the grabbing range of the flying prop.
[0069] In other words, through the above-mentioned steps S310 to S340, the recommended grabbing object can be adjusted according to the size relationship between the virtual life value of the controlled character and the virtual life value of the enemy character, so as to select the recommended grabbing object that is beneficial to the controlled character's combat according to the real-time status of the controlled character, thereby assisting the user to improve the accuracy of the game operation.
[0070] In an exemplary embodiment, when the character state includes the position and orientation relationship between the controlled character and the second virtual character, the current recommended grab object can be determined according to the current position and orientation relationship. Figure 4 A flowchart of a method for determining a recommended grasping object according to a position and orientation relationship in an exemplary embodiment of the present disclosure is shown. Figure 4 , the method may include steps S410 to S440.
[0071] In step S410, the current position of the controlled character is obtained, and the target game scene area is determined according to the current position of the controlled character and the preset angle range of the line of sight of the controlled character.
[0072] In an exemplary embodiment, the preset angle range can be used to indicate the area within a certain angle range directly in front of the controlled character. The preset angle range can be customized according to the needs. For example, if the preset angle range is plus or minus 25 degrees, the game scene area within 25 degrees to the left and right of the controlled character's line of sight and within the visual distance of the controlled character is the target game scene area. In other words, the target game scene area can be understood as the area within the range directly in front of the controlled character.
[0073] In step S420, it is determined whether there is a second virtual character in the target game scene area. If so, the process proceeds to step S430; otherwise, the process proceeds to step S440.
[0074] For example, determining whether there is a second virtual character in the target game scene area can be understood as determining whether the controlled character faces the second virtual character. If the second virtual character exists in the target game scene area, it means that the posture orientation relationship between the controlled character and the second virtual character is that the controlled character faces the second virtual character, otherwise, it is determined that the controlled character faces away from all enemy characters.
[0075] In step S430, a recommended grab object is determined from the second virtual characters in the target game scene area.
[0076] Exemplarily, when there is only one second virtual character in the target game scene area, the one second virtual character in the target scene area can be determined as the recommended grabbing object. When there are multiple second virtual characters in the target game scene area, the character with the lowest virtual health value or the closest to the controlled character among the multiple second virtual characters can be determined as the recommended grabbing object.
[0077] For example, when the controlled character faces only one second virtual character, the second virtual character faced by the controlled character can be determined as the recommended grabbing object. When the controlled character faces multiple second virtual characters, the one with the lowest virtual health value or the closest to the controlled character among the multiple second virtual characters faced by the controlled character can be determined as the recommended grabbing object.
[0078] In step S440, a recommended grabbing object is determined based on the non-offensive grabbing objects within the grabbing range of the flying prop.
[0079] Exemplarily, an exemplary implementation of step S440 may include: adjusting the game screen of the graphical user interface to display the game scene directly in front of the field of vision of the controlled character; determining the recommended grabbing object based on the non-offensive grabbing object in the game scene directly in front of the field of vision of the controlled character that is within the grabbing range of the flying prop.
[0080] For example, in the present disclosure, a game screen can be displayed through a graphical user interface of a terminal device, and the game screen in the present disclosure can be a game screen from a third-person perspective. Generally, in a game, the perspective of a controlled character is a first-person perspective, and in a game screen from a third-person perspective, the controlled character can be fully presented in the game screen.
[0081] When the game screen is a third-person perspective game screen, the content displayed on the game screen may not be the game scene area directly in front of the controlled character's field of vision, such as Figure 5 As shown, when the controlled character 51 has its back to the enemy character 52, the displayed content of the game screen is not the game scene directly in front of the controlled character's field of vision, that is, the user's perspective is inconsistent with the controlled character's perspective, resulting in the user being unable to observe the game scene directly in front of the controlled character, and usually the grabbing object of the flying prop is the game scene object in front of the controlled character, that is, when the displayed content of the game screen is not the game scene directly in front of the controlled character's field of vision, the user needs to perform a large adjustment of the field of vision operation to observe the game scene directly in front of the controlled character's field of vision, so as to lock the grabbing object. Therefore, in this case, the game screen can be adjusted to the game scene directly in front of the controlled character's field of vision, so that the user's perspective and the controlled character's perspective are consistent, so that the user can lock the grabbing object with a small field of vision adjustment operation, thereby improving the efficiency of game operation.
[0082] As previously mentioned, the present disclosure can achieve the shooting of the game scene from a third-person perspective by setting a first virtual camera in the game scene, thereby obtaining a game screen from a third-person perspective based on the game scene shot by the first virtual camera. Based on this, in a case where the controlled character has his back to the second virtual character, the position of the first virtual camera can be adjusted so that the game screen of the graphical user interface displays the game field directly in front of the field of vision of the controlled character. For example, the position of the first virtual camera is adjusted to a preset distance directly behind the second virtual camera bound to the controlled character, such as adjusting the position of the first virtual camera to 5 meters directly behind the second virtual camera, thereby adjusting the game screen of the graphical user interface to display the game scene directly in front of the field of vision of the controlled character, such as adjusting the game screen from Figure 5 Adjust to Figure 6 .
[0083] Among them, the second virtual camera is a camera bound to the virtual character and shoots the game scene from the perspective of the virtual character, that is, the second virtual camera can be understood as a first-person perspective camera, and the second virtual camera can be located at the eyes of the controlled character or directly above the head, etc.
[0084] In an exemplary embodiment, when the controlled character faces away from the second virtual character, the game screen can be directly adjusted to display the game scene in front of the field of vision of the controlled character, or the game screen can be adjusted to display the game scene in front of the field of vision of the controlled character in response to the first trigger operation of the flying prop control, such as in Figure 5 The flying prop control 53 is triggered in the interface shown, and the game screen is changed from Figure 5 Adjust to Figure 6 The first trigger operation may include clicking on a flying prop control, etc.
[0085] When the user triggers the flying prop control, it indicates that the user may want to use the skills provided by the flying prop, so the game screen can be adjusted at this time to facilitate the user to perform skill operations.
[0086] The flyable prop control can be used to control the flyable prop. The flyable prop control can include a joystick and a chassis. The chassis is fixed at a fixed position of the graphical user interface, and the joystick can be moved within a preset range from the chassis to adjust the aiming object. For example, by long pressing the flyable prop control with a touch medium (which can be a user's finger), the aiming interface can be entered. By dragging the joystick of the flyable prop control to slide, the aimed grabbing object can be adjusted. When the touch medium leaves the flyable prop control (such as the user letting go), the flying skill of the flyable prop can be released, so that the controlled character can grab the grabbing object aimed at when the hand is released through the hook of the flyable prop, and fly from the current position to the position where the grabbing object is located.
[0087] Exemplarily, other implementation details of step S440 may refer to the above-mentioned step S340, which will not be described in detail here.
[0088] In other words, in the present disclosure, the recommended grabbing object can be determined based on the posture and orientation relationship between the controlled character and the second virtual character. For example, when the controlled character faces the second virtual character, the recommended grabbing object is determined from the second virtual character; when the controlled character has its back to the second virtual character, the recommended grabbing object is determined based on the non-offensive grabbing objects within the grabbing range of the flying prop; wherein, when the second virtual character is within a preset angle range of the controlled character's line of sight, it is determined that the controlled character is facing the second virtual character, otherwise it is determined that the controlled character has its back to the second virtual character.
[0089] When the controlled character faces the enemy character, the user is more likely to attack the enemy character, and when the controlled character has its back to the enemy character, the user is more likely to escape. Through the above steps S410 to S440, the position and orientation relationship between the controlled character controlled by the user and the enemy character can be used to recommend a grab object, thereby recommending a suitable grab object to the user according to the user's intention, so that the user can quickly lock the object he wants to grab, thereby helping to improve the accuracy and efficiency of the user's game operation.
[0090] Exemplarily, the character status may include both the virtual health value of the controlled character and the position and orientation relationship between the controlled character and the second virtual character.
[0091] Based on this, an exemplary implementation of determining the recommended grasping object based on the virtual life value of the controlled character and the posture orientation relationship between the controlled character and the second virtual character may include: when the controlled character is facing the second virtual character, determining the recommended grasping object from the second virtual character; when the controlled character is facing away from the second virtual character, determining the recommended grasping object based on the relationship between the virtual life value of the controlled character and the virtual life value of the second virtual character.
[0092] For example, when the recommended grab object is determined based on the virtual health value and the position orientation relationship, when the controlled character faces the second virtual character, the controlled character's intention at this moment is most likely to fight with the second virtual character. Therefore, the recommended grab object can be determined from the second virtual character, such as determining the second virtual character with the lowest health as the recommended grab object. When the controlled character has its back to the second virtual character, the relationship between the virtual health values of the controlled character and the second virtual character can be used to predict whether the user intends to escape or attack, thereby determining the recommended grab object based on the user's intention.
[0093] Exemplarily, another implementation of determining the recommended grabbing object based on the virtual health value of the controlled character and the posture orientation relationship between the controlled character and a second virtual character may include: when the controlled character is facing the second virtual character, determining the recommended grabbing object based on the relationship between the virtual health value of the controlled character and the virtual health value of the second virtual character; when the controlled character is facing away from the second virtual character, determining the recommended grabbing object based on non-offensive grabbing objects within the grabbing range of the flying prop.
[0094] For example, when the controlled character is facing the second virtual character, it is also possible to predict whether the user intends to escape or attack based on the relationship between the virtual health values of the controlled character and the second virtual character, thereby determining the recommended grabbing object based on the user's intention. When the controlled character has its back to the second virtual character, it can be determined that the controlled character's intention at the moment is to escape, thereby directly recommending a non-offensive grabbing object that can assist the controlled character in escaping.
[0095] In an exemplary embodiment, the method for displaying game information in the present disclosure may also include: in response to entering a flying prop aiming interface, when the second virtual character exists in the aiming interface, determining an aiming and grabbing object based on the second virtual character; in response to a first control operation on a flying prop control when the flying prop is in an aiming state, adjusting the aiming and grabbing object according to the first control operation, and determining a recommended grabbing object based on the relationship between the virtual life value of the controlled character and the virtual life value of the second virtual character.
[0096] As previously mentioned, the aiming interface can be entered by long pressing the flyable prop control in the graphical user interface, and the grab object can be aimed at in the aiming interface, so that the controlled can grab the aimed grab object through the flyable prop and fly.
[0097] In an exemplary embodiment, the first control operation may include an operation of sliding the joystick of the flying prop control at a speed greater than or equal to a first preset speed. That is, the first control operation can be understood as an operation of quickly rotating the lens to adjust the field of view in the aiming state.
[0098] For example, after entering the aiming interface of a flying prop, if there is a second virtual character in the aiming interface, the second virtual character with the lowest virtual health value can be determined as the default aiming and grabbing object. When the user quickly rotates the camera in the aiming state, it is determined that the user may want to escape, or just want to observe the surrounding environment, or may want to change an attack target. At this time, the user's intention to quickly rotate the camera can be further determined based on the relationship between the virtual health value of the controlled character and the virtual health value of the second virtual character to determine a suitable recommended grabbing object.
[0099] In another exemplary embodiment, the method for displaying game information in the present disclosure may also include: in response to entering a flying prop aiming interface, when the second virtual character does not exist in the aiming interface, determining a aiming grabbing object based on non-offensive grabbing objects within the grabbing range of the flying prop; in response to a first control operation of a flying prop control when the flying prop is in an aiming state, adjusting the aiming grabbing object based on the first control operation, and when the second virtual character appears in the graphical user interface, determining the recommended grabbing object based on the relationship between the virtual life value of the controlled character and the virtual life value of the second virtual character.
[0100] For example, when the user enters the aiming interface, if there is no second virtual character in the aiming interface, that is, there is no enemy character within the visual range of the currently controlled character, then the non-offensive grab object closest to the controlled character can be determined as the aiming grab object by default. If, when the aiming object is a non-offensive object, the user quickly zooms in the aiming state at this time, it is predicted that the user may be looking for an offensive object at this moment, or may be observing the surrounding environment and want to fly to other places. Therefore, at this time, the recommended grab object can be determined based on the relationship between the virtual health value of the controlled character and the second virtual character that appears in the aiming interface after the lens is adjusted.
[0101] Exemplarily, a specific implementation method of determining the recommended grabbing object based on the relationship between the virtual life value of the controlled character and the virtual life value of the second virtual character may include: when the virtual life value of the controlled character is greater than or equal to the virtual life value of the second virtual character, determining the recommended grabbing object from the second virtual character; when the virtual life value of the controlled character is less than the life value of the second virtual character, determining the recommended grabbing object based on non-offensive grabbing objects within the grabbing range of the flying prop.
[0102] For example, when determining the recommended grabbing object based on the relationship between the virtual life values of the controlled character and the second virtual character, if the virtual life value of the controlled character is greater than or equal to that of the second virtual character, it can be determined that the user wants to attack at this moment, so the recommended grabbing object can be determined from the second virtual characters, such as determining the second virtual character with the lowest virtual life value as the recommended grabbing object; if the virtual life value of the controlled character is less than that of the second virtual character, it is determined that the user wants to escape at this moment, so the non-offensive grabbing object within the grabbing range can be determined as the recommended grabbing object.
[0103] In another exemplary embodiment, the method for displaying game information of the present disclosure may further include: in response to entering a flying prop aiming interface, if the second virtual character exists in the aiming interface, determining the second virtual character as an aiming and grabbing object; in response to a first control operation on a flying prop control when the flying prop is in an aiming state, adjusting the aiming and grabbing object according to the first control operation, and determining the recommended grabbing object based on non-offensive grabbing objects within the grabbing range of the flying prop.
[0104] For example, when entering the aiming interface, if there is a second virtual character in the aiming interface, the second virtual character can be determined as the default aiming and grabbing object. If the user quickly turns the camera at this time, it can be directly determined that the user wants to escape, so the recommended grabbing object can be directly determined based on the non-offensive grabbing objects within the grabbing range of the flying prop.
[0105] In another exemplary embodiment, the method for displaying game information of the present disclosure may further include: in response to entering a flying prop aiming interface, when the second virtual character exists in the aiming interface, determining the second virtual character as an aiming and grabbing object; in response to a first control operation on a flying prop control when the flying prop is in an aiming state, adjusting the aiming and grabbing object according to the first control operation, and when the second virtual character appears in the graphical user interface, determining the recommended grabbing object from the second virtual character.
[0106] For example, when entering the aiming interface, if the second virtual character does not exist in the aiming interface, the non-offensive grab object closest to or farthest from the controlled character can be determined as the default aiming grab object. If the user quickly turns the camera at this time, it can be directly determined that the user wants to find an offensive grab object for fighting. Therefore, when the user turns the camera to make the second virtual character appear in the aiming interface, the second virtual character with the lowest health can be directly determined as the recommended grab object.
[0107] Next, a specific implementation of "step S220, performing a first prompt display on the recommended grab object in the graphical user interface" is described.
[0108] For example, after determining the recommended grabbing object, a first prompt display of the recommended grabbing object can be made in the game screen of the graphical user interface to inform the user of the currently recommended grabbing object through the first prompt display. The form of the first prompt display can be customized according to needs, such as displaying a grabbing mark at the recommended grabbing object, or displaying the grabbing mark of the recommended grabbing object separately from the grabbing marks of other grabbable grabbing objects, or highlighting the recommended grabbing object, etc.
[0109] In an exemplary application scenario, taking the example of displaying a first mark on other grabbable objects and displaying a second mark on the recommended grabbable object, thereby performing a first prompt display on the recommended grabbable object, combined with Figures 7 to 10 The implementation of step S220 is further described.
[0110] refer to Figure 7 In the case of determining the recommended grab object according to the virtual health value of the controlled character, when the health of the controlled character is greater than that of the enemy, it can be determined that attacking is beneficial to the controlled character, and the enemy character with the lowest health can be determined as the recommended grab object, and the second mark 71 is displayed at the recommended grab object, and the first mark 72 is displayed for other non-recommended but grabbable objects. The first mark and the second mark can be in the same form, the display form of the second mark is greater than the first mark, and the second mark is highlighted, while the first mark is not.
[0111] refer to Figure 8 ,In the case of determining the recommended grab object based on the virtual health of the controlled character, when the health of the controlled character is less than half of the enemy’s health, it can be determined that escaping is beneficial to the controlled character, then the non-offensive grab object closest to the controlled character can be Figure 8 The object “tree 1” which is displayed with the second mark 71 is a recommended grab object, while the other grab objects which can be escaped are displayed with the first mark 72 .
[0112] refer to Fig. 9 After long pressing the flying prop control 53, the aiming interface is entered, and the second virtual character 91 in the aiming interface can be determined as the default aiming and grabbing object.
[0113] refer to Fig.10 , when the user is Fig. 9 When the joystick in the flying prop control 53 is quickly slid in the interface shown, it is determined that the user wants to escape at this time, and the sensitivity of the lens can be adjusted to automatically and quickly aim at the escapable capture object 101.
[0114] At the same time, Fig. 9 and Fig.10 The interface shown also includes a cancel control and a slide-in cancel control. The cancel control is used to cancel the aiming operation of the flyable prop. That is, triggering the cancel control can cancel the current use of the flyable prop. Sliding the cancel control can cancel the aiming operation of the escapeable object 101 and directly return to Fig. 9 The interface shown in the figure re-aims at the second virtual character 91, so that when the user turns the camera only to observe the surrounding environment and does not want to escape, the automatic aiming escape capture object can be quickly canceled by sliding in the cancel control.
[0115] Through the method disclosed in the present invention, the user's intention can be predicted according to the real-time status of the controlled character during the game and the user's operation, so as to determine the recommended grabbing object. According to the user's intention, more accurate recommended grabbing objects can be provided to the user, and the recommended grabbing objects can be flexibly adjusted to improve the accuracy and efficiency of the user's game operation.
[0116] In addition, it should be noted that the above-mentioned figures are only schematic illustrations of the processes included in the method according to an exemplary embodiment of the present invention, and are not intended to be limiting. It is easy to understand that the processes shown in the above-mentioned figures do not indicate or limit the time sequence of these processes. In addition, it is also easy to understand that these processes can be performed synchronously or asynchronously, for example, in multiple modules.
[0117] Furthermore, an exemplary embodiment of the present disclosure also provides a device for displaying game information, which provides a graphical user interface through a terminal device. Fig.11 As shown, the display device of game information includes the following program modules: a recommended grabbing object determination module 1110, configured to obtain the current character state of the controlled character, and determine the recommended grabbing object of the flying props of the controlled character according to the current character state; a first prompt display module 1120, configured to display the first prompt of the recommended grabbing object in the graphical user interface.
[0118] In an exemplary embodiment, the controlled character is in a first game camp, and the character state includes one or more of the virtual life value of the controlled character and the posture and orientation relationship between the controlled character and a second virtual character, wherein the second virtual character includes a game character that is in a second game camp and is within the grabbing range of the flying prop.
[0119] In an exemplary embodiment, when the character state includes the virtual life value of the controlled character, determining the recommended grabbing object of the controlled character's flying prop based on the current character state includes: when the virtual life value of the controlled character is greater than or equal to the virtual life value of a third virtual character, determining the third virtual character as the recommended grabbing object; when the virtual life value of the controlled character is less than the virtual life value of the third virtual character, determining the recommended grabbing object based on non-offensive grabbing objects within the grabbing range of the flying prop; wherein the third virtual character includes the game character with the lowest virtual life value among the second virtual characters.
[0120] In an exemplary embodiment, when the character state includes the position and orientation relationship between the controlled character and a second virtual character, determining the recommended grabbing object of the controlled character's flying prop based on the current character state includes: when the controlled character is facing the second virtual character, determining the recommended grabbing object from the second virtual character; when the controlled character is facing away from the second virtual character, determining the recommended grabbing object based on non-offensive grabbing objects within the grabbing range of the flying prop; wherein, when the second virtual character is within a preset angle range of the controlled character's line of sight, determining that the controlled character is facing the second virtual character, otherwise determining that the controlled character is facing away from the second virtual character.
[0121] In an exemplary embodiment, when the controlled character is facing the second virtual character, determining the recommended grabbing object from the second virtual character includes: when the controlled character is facing one second virtual character, determining the second virtual character facing the controlled character as the recommended grabbing object; when the controlled character is facing multiple second virtual characters, determining the game character with the lowest virtual health value among the second virtual characters facing the controlled character as the recommended grabbing object.
[0122] In an exemplary embodiment, when the character state includes the virtual life value of the controlled character and the posture orientation relationship between the controlled character and a second virtual character, determining the recommended grabbing object of the controlled character's flying props based on the current character state includes: when the controlled character is facing the second virtual character, determining the recommended grabbing object from the second virtual character; when the controlled character is facing away from the second virtual character, determining the recommended grabbing object based on the relationship between the virtual life value of the controlled character and the virtual life value of the second virtual character.
[0123] In an exemplary embodiment, when the character state includes the virtual health value of the controlled character and the posture orientation relationship between the controlled character and a second virtual character, determining the recommended grabbing object of the controlled character's flying prop based on the current character state includes: when the controlled character is facing the second virtual character, determining the recommended grabbing object based on the relationship between the virtual health value of the controlled character and the virtual health value of the second virtual character; when the controlled character is facing away from the second virtual character, determining the recommended grabbing object based on non-offensive grabbing objects within the grabbing range of the flying prop.
[0124] In an exemplary embodiment, when the controlled character is facing away from the second virtual character, determining the recommended grabbing object based on the non-offensive grabbing objects within the grabbing range of the flying prop includes: adjusting the game screen of the graphical user interface to display the game scene directly in front of the field of vision of the controlled character; determining the recommended grabbing object based on the non-offensive grabbing objects within the grabbing range of the flying prop in the game scene directly in front of the field of vision of the controlled character.
[0125] In an exemplary embodiment, the apparatus further includes a first module, which may be configured to: in response to entering the flyable prop aiming interface, determine an aiming grab object according to the second virtual character if the second virtual character exists in the aiming interface;
[0126] In response to a first control operation on a flyable prop control when the flyable prop is in an aiming state, the aiming grabbing object is adjusted according to the first control operation, and the recommended grabbing object is determined according to the relationship between the virtual life value of the controlled character and the virtual life value of the second virtual character.
[0127] In an exemplary embodiment, the device also includes a second module, which can be configured to: in response to entering a flying prop aiming interface, when the second virtual character does not exist in the aiming interface, determine a aiming grab object based on non-offensive grab objects within the grab range of the flying prop; in response to a first control operation of a flying prop control when the flying prop is in an aiming state, adjust the aiming grab object according to the first control operation, and when the second virtual character appears in the graphical user interface, determine the recommended grab object based on the relationship between the virtual life value of the controlled character and the virtual life value of the second virtual character.
[0128] In an exemplary embodiment, determining the recommended grabbing object based on the relationship between the virtual life value of the controlled character and the virtual life value of the second virtual character includes: when the virtual life value of the controlled character is greater than or equal to the virtual life value of the second virtual character, determining the recommended grabbing object from the second virtual character; when the virtual life value of the controlled character is less than the life value of the second virtual character, determining the recommended grabbing object based on non-offensive grabbing objects within the grabbing range of the flying prop.
[0129] The specific details of each part of the above-mentioned device have been described in detail in the implementation method of the method part. The undisclosed details can be found in the implementation method of the method part, so they will not be repeated here.
[0130] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.
[0131] In addition, although the steps of the method in the present disclosure are described in a specific order in the drawings, this does not require or imply that the steps must be performed in this specific order, or that all the steps shown must be performed to achieve the desired results. Additionally or alternatively, some steps may be omitted, multiple steps may be combined into one step, and / or one step may be decomposed into multiple steps, etc.
[0132] The exemplary embodiments of the present disclosure also provide a computer program product, which includes a computer program, and when the computer program is executed by a processor, the above-mentioned method for displaying game information is implemented.
[0133] In one embodiment, the computer program product may be a tangible product containing a computer program, such as a computer-readable storage medium storing a computer program. The readable storage medium may be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid-state drive (SSD), and the like. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing a computer program, such as a read-only memory, a NAND flash memory, and the like.
[0134] In one embodiment, the computer program product may be an intangible product including a computer program. Exemplarily, the computer program product may be implemented as a virtual digital product, such as a digital file storing an executable file, an installation package, etc. of the computer program.
[0135] The code of the computer program can be written in one or more programming languages. Programming languages such as C language, Java, C++, Python, etc. The program code can be executed entirely on the user computing device, or partially on the user computing device, or as a separate software package, or partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device can be connected to the user computing device through any type of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (e.g., an Internet connection provided by an operator).
[0136] Computer programs can be carried or transmitted through electrical, magnetic, optical, electromagnetic, infrared and other signals. Electronic devices can convert signals carrying computer programs into digital signals to run the computer programs. When a computer program is running on an electronic device, its code is used to enable the electronic device to execute (more specifically, the processor of the electronic device can execute) the method steps of various exemplary embodiments of the present disclosure, such as the above-mentioned method for displaying game information, which includes the following steps: obtaining the current character state of the controlled character, determining the recommended grabbing object of the flying prop of the controlled character according to the current character state; and displaying the first prompt of the recommended grabbing object in the graphical user interface of the terminal device.
[0137] By executing the above method steps through a computer program, the current character state of the controlled character can be used to recommend objects for the user to grab that can fly props in real time, so that the user can quickly and accurately determine the object he wants to grab based on the recommended grab objects, thereby helping to improve the accuracy and efficiency of the user's game operations.
[0138] The exemplary embodiments of the present disclosure also provide an electronic device, such as the terminal device 110 or the server 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as a computer program. The processor executes the method steps of various exemplary embodiments of the present disclosure by executing the executable instructions. In addition, the electronic device may also include a display for displaying a graphical user interface.
[0139] Reference below Fig.12 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Fig.12 The electronic device 1200 shown is only an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
[0140] like Fig.12 As shown, the electronic device 1200 may include: a processor 1210 , a memory 1220 , a bus 1230 , an I / O (input / output) interface 1240 , a network adapter 1250 , and a display 1260 .
[0141] The memory 1220 may include a volatile memory, such as a RAM 1221, a cache unit 1222, and may also include a non-volatile memory, such as a ROM 1223. The memory 1220 may also include one or more program modules 1224, such program modules 1224 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or a combination thereof may include the implementation of a network environment. For example, the program module 1224 may include each module in the above-mentioned device.
[0142] The processor 1210 may include one or more processing units. For example, the processor 1210 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit), etc.
[0143] Processor 1210 can be used to execute executable instructions stored in memory 1220, such as the above-mentioned method for displaying game information, which includes the following steps: obtaining the current character state of the controlled character, and determining the recommended grabbing object of the flying props of the controlled character based on the current character state; and displaying a first prompt of the recommended grabbing object in the graphical user interface of the terminal device.
[0144] The above method is implemented through a computer program. Through the current character state of the controlled character, it is possible to make real-time recommendations on grabbing objects for flying props for the user, so that the user can quickly and accurately determine the object he wants to grab based on the recommended grabbing objects, thereby helping to improve the accuracy and efficiency of the user's game operations.
[0145] The bus 1230 is used to realize the connection between different components of the electronic device 1200, and may include a data bus, an address bus, and a control bus.
[0146] The electronic device 1200 can communicate with one or more external devices 1300 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 1240 .
[0147] The electronic device 1200 can communicate with one or more networks through the network adapter 1250. For example, the network adapter 1250 can provide mobile communication solutions such as 3G / 4G / 5G, or provide wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 1250 can communicate with other modules of the electronic device 1200 through the bus 1230.
[0148] The electronic device 1200 may display a graphical user interface through the display 1260 , such as an interface for displaying a first prompt for a recommended grab object.
[0149] although Fig.12 Not shown, other hardware and / or software modules may also be provided in the electronic device 1200, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, etc.
[0150] In addition, the above-mentioned figures are only schematic illustrations of the processes included in the method according to the exemplary embodiments of the present disclosure, and are not intended to be limiting. It is easy to understand that the processes shown in the above-mentioned figures do not indicate or limit the time sequence of these processes. In addition, it is also easy to understand that these processes can be performed synchronously or asynchronously, for example, in multiple modules.
[0151] As can be seen from the above, the technical solution of the present disclosure can be implemented as a method, an apparatus, a system, a computer program product, a storage medium, an electronic device, etc. Those skilled in the art can understand that various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software, such as being respectively referred to as a "circuit", "module" or "system".
[0152] It should be understood that the present disclosure is not limited to the specific method steps or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from the scope thereof. Those skilled in the art will easily think of other embodiments based on the specific embodiments provided by the present disclosure. Therefore, the specific embodiments provided by the present disclosure are only exemplary, and the scope and spirit of the present disclosure are indicated by the claims, and any variations, uses or adaptive changes of the present disclosure should be covered, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the technical field that are not disclosed in the present disclosure.
Claims
1. A method for displaying game information, characterized in that: Providing a graphical user interface through a terminal device, the method comprising: Acquire the current character state of the controlled character, and determine the recommended grabbing object of the flying prop of the controlled character according to the current character state; A first prompt is displayed for the recommended grab object in the graphical user interface.
2. The method for displaying game information according to claim 1, characterized in that: The controlled character is in a first game camp, and the character state includes one or more of the virtual life value of the controlled character and the posture and orientation relationship between the controlled character and a second virtual character, wherein the second virtual character includes a game character that is in a second game camp and is within the grabbing range of the flying prop.
3. The method for displaying game information according to claim 2, characterized in that: In the case where the character state includes the virtual health value of the controlled character, determining the recommended grabbing object of the flying prop of the controlled character according to the current character state includes: In the case where the virtual life value of the controlled character is greater than or equal to the virtual life value of the third virtual character, determining the third virtual character as a recommended grasping object; In the case where the virtual health value of the controlled character is less than the virtual health value of the third virtual character, determining the recommended grabbing object according to the non-offensive grabbing objects within the grabbing range of the flying prop; The third virtual character includes a game character with the lowest virtual health value among the second virtual characters.
4. The method for displaying game information according to claim 2, characterized in that: In the case where the character state includes the position and orientation relationship between the controlled character and the second virtual character, determining the recommended grabbing object of the flying prop of the controlled character according to the current character state includes: In a case where the controlled character faces the second virtual character, determining the recommended grabbing object from the second virtual character; When the controlled character faces away from the second virtual character, determining the recommended grabbing object according to non-offensive grabbing objects within the grabbing range of the flying prop; Wherein, when the second virtual character is located within a preset angle range of the sight line direction of the controlled character, it is determined that the controlled character is facing the second virtual character; otherwise, it is determined that the controlled character is facing away from the second virtual character.
5. The method for displaying game information according to claim 4, characterized in that: In the case where the controlled character faces the second virtual character, determining the recommended grab object from the second virtual character comprises: In a case where the controlled character is facing only one second virtual character, determining the second virtual character that the controlled character is facing as the recommended grabbing object; In the case that the controlled character is facing a plurality of second virtual characters, a game character having the lowest virtual health value among the second virtual characters facing the controlled character is determined as the recommended grabbing object.
6. The method for displaying game information according to claim 2, characterized in that: In the case where the character state includes the virtual health value of the controlled character and the position and orientation relationship between the controlled character and a second virtual character, determining the recommended grabbing object of the flying prop of the controlled character according to the current character state includes: In a case where the controlled character faces the second virtual character, determining the recommended grabbing object from the second virtual character; When the controlled character faces away from the second virtual character, determining the recommended grab object according to the relationship between the virtual life value of the controlled character and the virtual life value of the second virtual character; Wherein, when the second virtual character is located within a preset angle range of the sight line direction of the controlled character, it is determined that the controlled character is facing the second virtual character; otherwise, it is determined that the controlled character is facing away from the second virtual character.
7. The method for displaying game information according to claim 2, characterized in that: In the case where the character state includes the virtual health value of the controlled character and the position and orientation relationship between the controlled character and a second virtual character, determining the recommended grabbing object of the flying prop of the controlled character according to the current character state includes: When the controlled character faces the second virtual character, determining the recommended grab object according to the relationship between the virtual life value of the controlled character and the virtual life value of the second virtual character; When the controlled character faces away from the second virtual character, determining the recommended grabbing object according to non-offensive grabbing objects within the grabbing range of the flying prop; Wherein, when the second virtual character is located within a preset angle range of the sight line direction of the controlled character, it is determined that the controlled character is facing the second virtual character; otherwise, it is determined that the controlled character is facing away from the second virtual character.
8. The method for displaying game information according to any one of claims 4, 6 and 7, characterized in that: In the case where the controlled character faces away from the second virtual character, determining the recommended grabbing object according to the non-offensive grabbing objects within the grabbing range of the flying prop includes: Adjusting the game screen of the graphical user interface to display the game scene directly in front of the field of vision of the controlled character; The recommended grabbing object is determined based on a non-offensive grabbing object located within the grabbing range of the flying prop in the game scene directly in front of the field of vision of the controlled character.
9. The method for displaying game information according to claim 3, characterized in that: The method further comprises: In response to entering the flyable prop aiming interface, if the second virtual character exists in the aiming interface, determining an aiming grab object according to the second virtual character; In response to a first control operation on a flyable prop control when the flyable prop is in an aiming state, the aiming grabbing object is adjusted according to the first control operation, and the recommended grabbing object is determined according to the relationship between the virtual life value of the controlled character and the virtual life value of the second virtual character.
10. The method for displaying game information according to claim 3, characterized in that: The method further comprises: In response to entering the flyable prop aiming interface, if the second virtual character does not exist in the aiming interface, determining a target grabbing object based on non-offensive grabbing objects within the grabbing range of the flyable prop; In response to a first control operation on a flyable prop control when the flyable prop is in an aiming state, the aiming grabbing object is adjusted according to the first control operation, and when the second virtual character appears in the graphical user interface, the recommended grabbing object is determined according to the relationship between the virtual life value of the controlled character and the virtual life value of the second virtual character.
11. The method for displaying game information according to any one of claims 6 to 10, characterized in that: The step of determining the recommended grab object according to the relationship between the virtual life value of the controlled character and the virtual life value of the second virtual character comprises: In a case where the virtual life value of the controlled character is greater than or equal to the virtual life value of the second virtual character, determining the recommended grabbing object from the second virtual character; In the case that the virtual life value of the controlled character is less than the life value of the second virtual character, the recommended grabbing object is determined according to the non-offensive grabbing objects within the grabbing range of the flying prop.
12. The method for displaying game information according to claim 3, 4, 6 or 7, characterized in that: The method further comprises: When it is determined that the recommended grabbing object is determined based on the non-offensive grabbing objects within the grabbing range of the flying prop, the sensitivity of the first virtual camera is increased to adjust the aiming grabbing object of the flying prop based on the first virtual camera with increased sensitivity; wherein the first virtual camera is used to shoot the game scene to generate a third-person perspective game screen.
13. A device for displaying game information, characterized in that: Providing a graphical user interface through a terminal device, the device comprises: A recommended grab object determination module is configured to obtain a current character state of a controlled character, and determine a recommended grab object of a flyable prop of the controlled character according to the current character state; The first prompt display module is configured to display a first prompt for the recommended grab object in the graphical user interface.
14. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 12 is implemented.
15. An electronic device, characterized in that: include: one or more processors; A storage device for storing one or more programs, which, when executed by the one or more processors, enables the one or more processors to implement the method according to any one of claims 1 to 12.