Game processing method and device, electronic equipment and storage medium

By providing a graphical user interface in war chess games, determining and displaying dangerous information of each cell based on the attack range of enemy virtual characters, the problem of players not being able to intuitively understand the attack situation is solved, and the effectiveness of game decisions and player game experience is improved.

CN119951132AActive Publication Date: 2025-05-09NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510251680.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-04
Publication Date
2025-05-09
Estimated Expiration
2045-03-04

AI Technical Summary

Technical Problem

In existing war chess games, players cannot intuitively understand the attacks being exposed to different areas, which makes game decisions difficult.

Method used

The terminal device provides a graphical user interface, responds to the opening operation of the hazard prompt function, determines the danger information of each cell within the movement range of the controlled virtual character based on the attack range of multiple enemy virtual characters, and displays it in the graphical user interface.

Benefits of technology

It improves the effectiveness of dangerous information communication of multiple cells within the range of the controlled virtual character, allowing players to intuitively understand the dangerous information of different cells, assist in game decision-making, and improves the probability of game success and player's game experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a game processing method and device, electronic equipment and a storage medium, and relates to the technical field of games. A graphical user interface is provided through a terminal device, a game scene and a controlled virtual character located in the game scene are displayed in the graphical user interface, and the method can comprise the steps of responding to a starting operation for a danger prompting function, and according to attack ranges of multiple enemy virtual characters, starting the game scene according to the attack ranges of the enemy virtual characters; determining danger information corresponding to each cell in the moving range of the controlled virtual character; and displaying the danger information corresponding to each cell on a graphical user interface. According to the method and the device, players can intuitively know the danger information of different cells.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a game processing method, device, electronic device and storage medium. Background Art

[0002] In the current war chess games on the market, a "danger range" function is generally provided, which will show the player the attack range of the enemy virtual character when it is turned on.

[0003] However, the attack range of the enemy virtual characters displayed by the prior art is the maximum attack range of all enemy virtual characters, that is, the sum of the attack ranges of all enemy virtual characters. However, the player cannot determine the difference in the attack situations received by different areas, which is not conducive to the player's game decision-making. Summary of the invention

[0004] The purpose of the present application is to provide a game processing method, device, electronic device and storage medium to address the deficiencies in the above-mentioned prior art, so that players can intuitively understand the danger information of different cells.

[0005] To achieve the above purpose, the technical solution adopted in the embodiment of the present application is as follows:

[0006] In a first aspect, an embodiment of the present application provides a game processing method, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface displays a game scene and a controlled virtual character in the game scene, and the method comprises:

[0007] In response to the activation operation of the danger prompt function, according to the attack ranges of the plurality of enemy virtual characters, determining the danger information corresponding to each cell within the moving range of the controlled virtual character;

[0008] The hazard information corresponding to each cell is displayed on the graphical user interface.

[0009] In a second aspect, an embodiment of the present application further provides a game processing device, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays a game scene and a controlled virtual character in the game scene, and the device includes:

[0010] An information confirmation module, for responding to an opening operation of the danger prompt function, and determining the danger information corresponding to each cell within the moving range of the controlled virtual character according to the attack ranges of the multiple enemy virtual characters;

[0011] An information display module is used to display the danger information corresponding to each cell on the graphical user interface.

[0012] In a third aspect, an embodiment of the present application further provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to perform the steps of the game processing method as described in any one of the first aspects.

[0013] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the game processing method as described in any one of the first aspects are executed.

[0014] The beneficial effects of this application are:

[0015] The game processing method, device, electronic device and storage medium provided by the present application determine and display the danger information of multiple cells of the controlled virtual character according to the attack range of multiple enemy virtual characters, and improve the effectiveness of conveying the danger information of multiple cells within the moving range of the controlled virtual character, so that players can intuitively understand the danger information of different cells, help players better predict the game results of moving to different cells, assist players in making game decisions, and improve the probability of game success and the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0016] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0017] Figure 1 Schematic diagram of the process of the game processing method provided in the embodiment of the present application Figure 1 ;

[0018] Figure 2 Schematic diagram of the process of the game processing method provided in the embodiment of the present application Figure 2 ;

[0019] Figure 3 Schematic diagram of the process of the game processing method provided in the embodiment of the present application Figure 3 ;

[0020] Figure 4 Schematic diagram of the process of the game processing method provided in the embodiment of the present application Figure 4 ;

[0021] Figure 5 Schematic diagram of the process of the game processing method provided in the embodiment of the present application Figure 5 ;

[0022] Figure 6 Schematic diagram of the display of a cell provided in the embodiment of the present application Figure 1 ;

[0023] Figure 7 Schematic diagram of the display of a cell provided in the embodiment of the present application Figure 2 ;

[0024] Figure 8 Schematic diagram of the process of the game processing method provided in the embodiment of the present application Figure 6 ;

[0025] Fig. 9 A schematic diagram of a graphical user interface provided in an embodiment of the present application;

[0026] Fig.10 A schematic diagram of a relationship status identifier provided in an embodiment of the present application;

[0027] Fig.11 A schematic diagram of the structure of a game processing device provided in an embodiment of the present application;

[0028] Fig.12 A schematic diagram of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0029] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in combination with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments.

[0030] Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the present application for which protection is sought, but merely represents selected embodiments of the present application. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present application.

[0031] In addition, the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequential order. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0032] It should be noted that, in the absence of conflict, the features in the embodiments of the present application may be combined with each other.

[0033] In one embodiment of the present application, the game processing method can be run on a local terminal device or a server. When the game processing method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0034] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game processing method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0035] 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.

[0036] In an optional implementation, an embodiment of the present application provides a game processing method that provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above.

[0037] The specific implementation of the game processing method provided by this application is described below in conjunction with embodiments.

[0038] In a possible implementation, an embodiment of the present application provides a game processing method, wherein a graphical user interface provided by a terminal device displays a game scene and a controlled virtual character in the game scene. Figure 1 Schematic diagram of the process of the game processing method provided in the embodiment of the present application Figure 1 ,like Figure 1 As shown, the method may include:

[0039] S101, in response to an operation of enabling a danger warning function, determining danger information corresponding to each cell within a moving range of a controlled virtual character according to attack ranges of a plurality of enemy virtual characters.

[0040] In this embodiment, the game scene includes a controlled virtual character, a friendly virtual character and multiple enemy virtual characters. The controlled virtual character and the friendly virtual character belong to the same camp, and the controlled virtual character and the enemy virtual character belong to different camps. In a turn-based chess game, the virtual characters belonging to the two camps fight in multiple rounds with the goal of winning the round.

[0041] In chess and card games, the movement range of the controlled virtual characters is represented by a chessboard. The multiple cells in the chessboard are the movable positions of the controlled virtual characters. Each virtual character has a movement range and an attack range. When the player turns on the danger warning function, the danger information of each cell is determined based on the positional relationship between the attack ranges of multiple enemy virtual characters and each cell within the movement range of the controlled virtual character.

[0042] Among them, the relationship between the attack range of the enemy virtual character and the position of each cell is used to indicate whether the attack range of the enemy virtual character coincides with the position of each cell, and the danger information of each cell is used to indicate the possibility of each cell being attacked by multiple enemy virtual characters. If the attack range of an enemy virtual character coincides with the position of a cell, it is determined that the cell has the possibility of being attacked by the enemy virtual character.

[0043] Since the multiple enemy virtual characters are located at different positions in the game scene, the attack ranges of the multiple enemy virtual characters have different positional relationships with the multiple cells, that is, the danger information of the multiple cells may be different.

[0044] S102. Displaying the danger information corresponding to each cell on the graphical user interface.

[0045] In this embodiment, a plurality of cells within a moving range centered on the controlled virtual character are displayed in the graphical user interface, and danger information corresponding to the plurality of cells is displayed.

[0046] In some embodiments, the danger information of the cell may be displayed in text form, such as text information indicating the danger level of each cell is high, medium, or low.

[0047] In other embodiments, the cell may be displayed in a corresponding display manner according to a mapping rule between danger information and visual display manner to indicate the danger information of the cell.

[0048] The game processing method provided in the above embodiment determines and displays the danger information of multiple cells of the controlled virtual character according to the attack range of multiple enemy virtual characters, thereby improving the effectiveness of conveying the danger information of multiple cells within the moving range of the controlled virtual character, so that players can intuitively understand the danger information of different cells, help players better predict the game results of moving to different cells, assist players in making game decisions, and improve the probability of game success and the player's gaming experience.

[0049] In a possible implementation, the process of determining the danger information corresponding to each cell within the moving range of the controlled virtual character in S101 according to the attack ranges of the multiple enemy virtual characters may include:

[0050] For each cell within the moving range, the danger information of each cell is determined according to the coverage information of the attack ranges of multiple enemy virtual characters on each cell.

[0051] In this embodiment, the coverage information of each cell is determined based on whether the attack range of multiple enemy virtual characters covers each cell, and the coverage information is the number of cells covered by the attack ranges of multiple enemy virtual characters. The danger information of each cell is determined based on the number of cells covered by the attack ranges of multiple enemy virtual characters.

[0052] The more cells are covered by the attack ranges of multiple enemy virtual characters, the higher the danger level of each cell.

[0053] The game processing method provided in the above embodiment determines the danger information of each cell based on the coverage information of the attack range of multiple enemy virtual characters on each cell, so that players can predict the game results of moving to different cells according to the danger information, assist players in making game decisions, and improve the probability of game success and the player's gaming experience.

[0054] In one possible implementation, Figure 2 Schematic diagram of the process of the game processing method provided in the embodiment of the present application Figure 2 ,like Figure 2 As shown, the process of determining the danger information of each cell according to the coverage information of each cell by the attack ranges of multiple enemy virtual characters may include:

[0055] S201. Determine the total number of times each cell is attacked based on the coverage information of the attack ranges of multiple enemy virtual characters on each cell.

[0056] In this embodiment, it is counted whether the attack ranges of multiple enemy virtual characters cover each cell, and the number of enemy virtual characters whose attack ranges cover each cell is determined. The number of enemy virtual characters whose attack ranges cover each cell is the total number of attacks on each cell.

[0057] S202: Determine a display style of each cell based on the total number of times each cell is attacked, wherein different display styles of cells represent different dangerous information.

[0058] In this embodiment, in order to enable the player to more intuitively understand the danger situations of different cells, the danger information of multiple cells may be converted into different display styles for display.

[0059] Specifically, the display style of each cell can be determined based on the mapping relationship between multiple predefined total attack count ranges and multiple display styles, as well as the total attack count of each cell. Multiple display styles can be used to represent danger information of different danger levels.

[0060] The game processing method provided in the above embodiment determines the total number of attacks on each cell based on the coverage information of the attack range of multiple enemy virtual characters on each cell, and uses different display styles to display the total number of attacks, so that players can predict the game results of moving to different cells based on the total number of attacks, assist players in making game decisions, and improve the probability of game success and the player's gaming experience.

[0061] In another possible implementation, Figure 3 Schematic diagram of the process of the game processing method provided in the embodiment of the present application Figure 3 ,like Figure 3 As shown, the process of determining the danger information of each cell according to the coverage information of each cell by the attack ranges of multiple enemy virtual characters may include:

[0062] S301. Determine the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type according to the coverage information of the attack ranges of the multiple enemy virtual characters on each cell and the types of the multiple enemy virtual characters.

[0063] In this embodiment, the enemy virtual characters can be divided into different character types, for example, they can be divided into ordinary attack characters, elite attack characters, and BOSS attack characters according to the attack damage value, and the attack ranges of multiple enemy virtual characters are counted to see whether they cover each cell, and the character types of the enemy virtual characters whose attack ranges cover each cell are determined, as well as the number of enemy virtual characters of different character types that cover each cell.

[0064] S302, determining a display style of each cell based on the role type of the enemy virtual role attacking each cell and the number of enemy virtual roles corresponding to each role type, wherein different display styles of cells represent different danger information.

[0065] In some embodiments, the weighted number of attacks for each cell is determined based on the attack weights of multiple character types and the number of enemy virtual characters corresponding to each character type, and the display style of each cell is determined based on the mapping relationship between multiple predefined attack number ranges and multiple display styles, as well as the weighted number of attacks for each cell. The multiple display styles can be used to represent danger information of different danger levels. The higher the attack damage value of the enemy virtual character, the higher the attack weight.

[0066] In other embodiments, in addition to calculating the weighted number of attacks on each cell according to the attack weight, the weighted number of attacks on each cell may also be calculated according to the attack level, wherein the higher the attack damage value of the enemy virtual character, the higher the attack level.

[0067] Furthermore, in addition to calculating the weighted number of attacks for each cell according to the attack weight and attack level, the weighted number of attacks may also be calculated according to other danger factors of the character type, and this embodiment does not impose any limitation on this.

[0068] The game processing method provided in the above embodiment determines the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type based on the coverage information of the attack range of multiple enemy virtual characters on each cell, and uses different display styles to display the character type and number of enemy virtual characters, so that players can predict the game results of moving to different cells based on danger information, assist players in making game decisions, and improve the probability of game success and the player's gaming experience.

[0069] In one possible implementation, Figure 4 Schematic diagram of the process of the game processing method provided in the embodiment of the present application Figure 4 ,like Figure 4 As shown, the process of determining the display style of each cell based on the total number of attacks on each cell in S202 may include:

[0070] S401. Determine the danger level of each cell according to the total number of attacks on each cell.

[0071] S402: Determine the display style of each cell according to the danger level of each cell.

[0072] In some embodiments, the danger levels of the multiple cells are determined based on the total number of times the multiple cells are attacked and the predefined correspondence between different ranges of attack times and danger levels, and the display modes of the multiple cells are determined based on the correspondence between the multiple danger levels and multiple display modes.

[0073] For example, when the total number of attacks is within the first preset range, the danger level is safe, when the total number of attacks is within the second preset range, the danger level is critical, and when the total number of attacks is within the third preset range, the danger level is urgent. The first preset range is smaller than the second preset range, and the second preset range is smaller than the third preset range. For example, the first preset range is N=0, the second preset range is 1<=N<=3, and the third preset range is N>3.

[0074] In another possible implementation, Figure 5 Schematic diagram of the process of the game processing method provided in the embodiment of the present application Figure 5 ,like Figure 5As shown, the process of determining the display style of each cell in S302 based on the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type may include:

[0075] S501. Determine the danger level of each cell based on the role type of the enemy virtual role attacking each cell and the number of enemy virtual roles corresponding to each role type.

[0076] S502: Determine the display style of each cell according to the danger level of each cell.

[0077] In this embodiment, the danger coefficient of each cell is determined based on the attack weights of multiple character types and the number of enemy virtual characters corresponding to each character type. The danger levels of multiple cells are determined based on the correspondence between predefined danger coefficients and danger levels. The display modes of multiple cells are determined based on the correspondence between multiple danger levels and multiple display modes.

[0078] The multiple display modes may be display modes in multiple colors.

[0079] The game processing method provided in the above embodiment determines the display mode of each cell according to the total number of attacks on each cell, or the character type of the enemy virtual character attacking each cell, and the number of enemy virtual characters corresponding to each character type, so that players can intuitively understand the danger information of different cells, help players better predict the game results of moving to different cells, assist players in making game decisions, and improve the probability of game success and the player's gaming experience.

[0080] For example, Figure 6 Schematic diagram of the display of a cell provided in the embodiment of the present application Figure 1 ,like Figure 6 As shown, cells of different danger levels are displayed in different colors, wherein cells with a safe danger level are displayed in green, cells with a critical danger level are displayed in orange, and cells with an urgent danger level are displayed in red.

[0081] Furthermore, in addition to using different display styles to represent danger information, the danger information may also include: text information of the total number of attacks, or text information of each character type and the corresponding number.

[0082] In this embodiment, if the danger information of each cell is determined based on the total number of attacks, in addition to displaying the corresponding cells in different display styles, text information of the total number of attacks can also be displayed in the cells, so that players can understand the danger information of each cell more intuitively.

[0083] If the danger information of each cell is determined according to the type and number of characters attacking each cell, in addition to displaying the corresponding cells in different display styles, the type and number of each enemy virtual character attacking each cell can also be displayed in the cell. Figure 7 Schematic diagram of the display of a cell provided in the embodiment of the present application Figure 2 ,like Figure 7 As shown, the role type and number of the enemy virtual role are displayed in the cell.

[0084] In one possible implementation, Figure 8 Schematic diagram of the process of the game processing method provided in the embodiment of the present application Figure 6 ,like Figure 8 As shown, the method may also include:

[0085] S601, in response to a pre-movement operation on a controlled virtual character, determining a relationship state between attack ranges of a friendly virtual character and multiple enemy virtual characters within a target range of the controlled virtual character, the relationship state being used to indicate whether the friendly virtual character is within the attack range.

[0086] S602: Displaying a relationship status indicator of the friendly virtual character in a graphical user interface.

[0087] In this embodiment, the game skills of the enemy virtual character include an effective skill range and a maximum skill range, wherein the maximum skill range is a preset range centered on the enemy virtual character, and the effective skill range is a range from the enemy virtual character as the center to the first virtual character that is contacted. The effective skill range is the attack range of the game skill, and the effective skill range is less than or equal to the maximum skill range. If the game sets the skill to only cause damage to the first virtual character that is contacted, then as the controlled virtual character moves in the game scene, it will affect whether the friendly virtual character will be harmed by the skills of the enemy virtual character.

[0088] In order to facilitate players to determine whether a friendly virtual character will be harmed by the skills of an enemy virtual character after controlling the controlled virtual character to move, a pre-movement function and a prompt function after the pre-movement may be provided to the players.

[0089] Specifically, after the player controls the controlled virtual character to move to a specified position, it is determined whether a friendly virtual character within the target range of the controlled virtual character is within the attack range of multiple enemy virtual characters, so as to determine the relationship status between the friendly virtual character and the attack ranges of multiple enemy virtual characters, and a relationship status identifier is displayed at the position of the friendly virtual character in the graphical user interface, indicating through the relationship status identifier whether the friendly virtual character is in an attacked state or a protected state after the controlled virtual character moves.

[0090] Among them, the pre-movement operation is a simulated movement operation, which simulates the movement of the controlled virtual character to the specified position. In fact, the controlled virtual character is still in the current position. If the player determines that the relationship between the attack ranges of the friendly virtual character and multiple enemy virtual characters meets his own needs based on the pre-movement operation, he can control the controlled virtual character to formally move to the specified position through the movement operation. If it does not meet his own needs, the pre-movement operation can be canceled.

[0091] The target range of the controlled virtual character is the range of the controlled virtual character on the side facing away from the enemy virtual character in the preset range of the controlled virtual character, that is, each row of cells on the side facing away from the enemy virtual character. Since the relative position relationship between the controlled virtual character and each enemy virtual character is different, the target range of the controlled virtual character is different for each enemy virtual character. In this embodiment, it is necessary to determine whether the friendly virtual character within the target range of the controlled virtual character is within the attack range of each enemy virtual character for each enemy virtual character.

[0092] The attack range is the range between the enemy virtual character and the closest friendly virtual character, that is, the range between the enemy virtual character and the first friendly virtual character in the attack direction, wherein the friendly virtual character includes the controlled virtual character and the friendly virtual character. If the first friendly virtual character is a controlled virtual character, the friendly virtual character is not within the attack range of the enemy virtual character. If the first friendly virtual character is a friendly virtual character, the friendly virtual character is within the attack range of the enemy virtual character.

[0093] Among them, the attack range is less than or equal to the maximum skill range of the enemy virtual character. The maximum skill range is the default attack range of the enemy virtual character's skills, or the movement range of the enemy virtual character plus the default attack range of the skills. For example, the unit movement power of the enemy virtual character is 5, and the default attack range of the skill is 2, then the maximum skill range of the enemy virtual character is 7.

[0094] In some embodiments, the pre-movement operation may be an operation of clicking a designated position, the movement operation may be an operation of clicking the designated position again, and the cancellation of the pre-movement operation may be an operation of clicking a position other than the designated position.

[0095] Furthermore, in response to the pre-movement operation, an avatar image of the controlled virtual character is displayed in the graphical user interface. The avatar image can be displayed in a different display mode from the original image of the controlled virtual character, for example, in the form of a "phantom".

[0096] In some embodiments, the process of determining the relationship between the attack ranges of the friendly virtual character and the multiple enemy virtual characters within the preset range of the controlled virtual character in response to the pre-movement operation of the controlled virtual character in S601 may include:

[0097] In response to the pre-movement operation, if the friendly virtual character enters the attack range of any enemy virtual character, the relationship state is determined to be an attacked state.

[0098] In this embodiment, based on the pre-movement operation, it is simulated whether the friendly virtual character will enter the attack range of any enemy virtual character when the controlled virtual character moves to the specified position. If the friendly virtual character will enter the attack range of any enemy virtual character, it is determined that the friendly virtual character is in an attacked state, and the attacked state indicator of the friendly virtual character is displayed in the graphical user interface.

[0099] In some other embodiments, the process of determining the relationship between the attack ranges of the friendly virtual character and the multiple enemy virtual characters within the preset range of the controlled virtual character in response to the pre-movement operation of the controlled virtual character in S601 may include:

[0100] In response to the pre-movement operation, if the friendly virtual character leaves the attack range of all enemy virtual characters, the relationship state is determined to be a protected state.

[0101] In this embodiment, based on the pre-movement operation, it is simulated whether the friendly virtual character will leave the attack range of all enemy virtual characters when the controlled virtual character moves to the specified position. If the friendly virtual character will leave the attack range of all enemy virtual characters, it is determined that the friendly virtual character is in a protected state, and the protected state indicator of the friendly virtual character is displayed in the graphical user interface.

[0102] Furthermore, in response to the pre-movement operation, the display mode of the attacked status indicator is determined according to the number of friendly virtual characters entering the attack range of the enemy virtual character.

[0103] For example, the display mode of the attacked status indicator may be displayed in a display mode corresponding to different number thresholds according to the number of friendly virtual characters entering the attack range of the enemy virtual character.

[0104] For example, Fig. 9 A schematic diagram of a graphical user interface provided in an embodiment of the present application, such as Fig. 9 As shown, a controlled virtual character 11, a friendly virtual character 12 and an enemy virtual character 13 are displayed in the graphical user interface. In response to a pre-movement operation on the controlled virtual character 11, an avatar image 14 of the controlled virtual character and a relationship status identifier 15 of the friendly virtual character 12 are displayed in the graphical user interface.

[0105] Fig.10 A schematic diagram of a relationship status identifier provided in an embodiment of the present application, such as Fig.10 As shown, the status identifier of the attacked state and the status identifier of the protected state are displayed using different icons.

[0106] The game processing method provided in the above embodiment determines the relationship state between the attack range of the friendly virtual character and multiple enemy virtual characters within a preset range of the controlled virtual character based on the pre-movement of the controlled virtual character, so that the player can understand the changes in the situation of the friendly virtual character when the position of the controlled virtual character changes, so that the player can understand the battlefield situation and make better operational decisions, thereby reducing the learning cost and entry threshold for novice players and increasing the number of general players.

[0107] Based on the above method embodiments, the embodiments of the present application also provide a game processing device, which provides a graphical user interface through a terminal device, and the graphical user interface displays a game scene and a controlled virtual character located in the game scene. Fig.11 A schematic diagram of the structure of a game processing device provided in an embodiment of the present application is shown in FIG. Fig.11 As shown, the device may include:

[0108] The information confirmation module 701 is used to respond to the opening operation of the danger prompt function and determine the danger information corresponding to each cell within the moving range of the controlled virtual character according to the attack ranges of multiple enemy virtual characters;

[0109] The information display module 702 is used to display the danger information corresponding to each cell on the graphical user interface.

[0110] Optionally, the information confirmation module 701 is specifically configured to determine, for each cell within the moving range, the danger information of each cell according to the coverage information of the attack ranges of the multiple enemy virtual characters on each cell.

[0111] Optionally, the information confirmation module 701 is specifically used to determine the number of attacks on each cell according to the coverage information of the attack ranges of multiple enemy virtual characters on each cell, and the danger information includes: the number of attacks.

[0112] Optionally, the information confirmation module 701 is specifically used to determine the total number of attacks on each cell based on the coverage information of the attack range of the multiple enemy virtual characters on each cell; and determine the display style of each cell based on the total number of attacks on each cell, wherein different display styles of cells represent different danger information.

[0113] Optionally, the information confirmation module 701 is specifically used to determine the role type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each role type based on the coverage information of the attack range of the multiple enemy virtual characters on each cell and the types of the multiple enemy virtual characters; determine the display style of each cell based on the role type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each role type, wherein different display styles of cells represent different danger information.

[0114] Optionally, the information confirmation module 701 is specifically configured to determine the danger level of each cell according to the total number of times each cell is attacked; and determine the display style of each cell according to the danger level of each cell.

[0115] Optionally, the information confirmation module 701 is specifically used to determine the danger level of each cell based on the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type; and determine the display style of each cell according to the danger level of each cell.

[0116] Optionally, the danger information further includes: text information of the total number of attacks, or text information of each character type and the corresponding number.

[0117] Optionally, the device may further include:

[0118] A state determination module, for responding to a pre-movement operation on a controlled virtual character, and determining a relationship state between attack ranges of a friendly virtual character and a plurality of enemy virtual characters within a target range of the controlled virtual character, wherein the relationship state is used to indicate whether the friendly virtual character is within the attack range;

[0119] The information display module 702 is further used to display the relationship status identifier of the friendly virtual character in the graphical user interface.

[0120] Optionally, the state judgment module is specifically used to respond to the pre-movement operation, and if the friendly virtual character enters the attack range of any enemy virtual character, determine the relationship state as an attacked state.

[0121] Optionally, the state judgment module is specifically used to respond to the pre-movement operation, and if the friendly virtual character leaves the attack range of all enemy virtual characters, determine that the relationship state is a protected state.

[0122] The game processing device provided by the above-mentioned embodiment determines and displays the danger information of multiple cells of the controlled virtual character according to the attack range of multiple enemy virtual characters, thereby improving the effectiveness of conveying the danger information of multiple cells within the moving range of the controlled virtual character, so that the player can intuitively understand the danger information of different cells, help the player better predict the game results of moving to different cells, assist the player in making game decisions, and improve the probability of game success and the player's gaming experience.

[0123] The above-mentioned device is used to execute the method provided by the aforementioned embodiment, and its implementation principle and technical effect are similar, which will not be repeated here.

[0124] The above modules may be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASICs), or one or more microprocessors, or one or more field programmable gate arrays (FPGAs). For another example, when a module is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).

[0125] Fig.12 A schematic diagram of an electronic device provided in an embodiment of the present application, such as Fig.12 As shown, the electronic device 800 may include: a processor 801, a storage medium 802 and a bus, the storage medium 802 stores program instructions executable by the processor 801, and when the electronic device 800 is running, the processor 801 communicates with the storage medium 802 through the bus, and the processor 801 executes the program instructions to execute the above method embodiment.

[0126] Specifically, the processor executes the steps of the above-mentioned game processing method, which may include:

[0127] In response to the activation operation of the danger warning function, the danger information corresponding to each cell within the moving range of the controlled virtual character is determined according to the attack ranges of the multiple enemy virtual characters; and the danger information corresponding to each cell is displayed on the graphical user interface.

[0128] Optionally, the processor performs the above step of determining the danger information corresponding to each cell within the moving range of the controlled virtual character according to the attack ranges of the multiple enemy virtual characters, which may include:

[0129] For each cell within the moving range, the danger information of each cell is determined according to the coverage information of the attack ranges of multiple enemy virtual characters on each cell.

[0130] Optionally, the processor performs the above step of determining the danger information of each cell according to the coverage information of each cell by the attack ranges of multiple enemy virtual characters, which may include:

[0131] According to the coverage information of the attack ranges of multiple enemy virtual characters on each cell, the total number of attacks on each cell is determined; based on the total number of attacks on each cell, the display style of each cell is determined, wherein different display styles of cells represent different danger information.

[0132] Optionally, the processor performs the above step of determining the danger information of each cell according to the coverage information of each cell by the attack ranges of multiple enemy virtual characters, which may include:

[0133] According to the coverage information of the attack ranges of multiple enemy virtual characters on each cell and the types of multiple enemy virtual characters, the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type are determined; based on the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type, the display style of each cell is determined, wherein different display styles of cells represent different danger information.

[0134] Optionally, the processor executing the above step of determining the display style of each cell based on the total number of attacks on each cell may include:

[0135] The danger level of each cell is determined according to the total number of times each cell is attacked; and the display style of each cell is determined according to the danger level of each cell.

[0136] Optionally, the processor performs the above step of determining the display style of each cell based on the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type, which may include:

[0137] The danger level of each cell is determined based on the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type; and the display style of each cell is determined according to the danger level of each cell.

[0138] Optionally, the danger information also includes: text information of the total number of attacks, or text information of each character type and the corresponding number.

[0139] Optionally, the processor executes the steps of the above-mentioned game processing method, and may further include:

[0140] In response to a pre-movement operation for a controlled virtual character, a relationship state between a friendly virtual character within a target range of the controlled virtual character and attack ranges of multiple enemy virtual characters is determined, wherein the relationship state is used to indicate whether the friendly virtual character is within the attack range; and a relationship state identifier of the friendly virtual character is displayed in a graphical user interface.

[0141] Optionally, the processor executes the above step of responding to the pre-movement operation on the controlled virtual character and determining the relationship between the attack ranges of the friendly virtual character and the multiple enemy virtual characters within the preset range of the controlled virtual character, which may include:

[0142] In response to the pre-movement operation, if the friendly virtual character enters the attack range of any enemy virtual character, the relationship state is determined to be an attacked state.

[0143] Optionally, the processor executes the above step of responding to the pre-movement operation on the controlled virtual character and determining the relationship between the attack ranges of the friendly virtual character and the multiple enemy virtual characters within the preset range of the controlled virtual character, which may include:

[0144] In response to the pre-movement operation, if the friendly virtual character leaves the attack range of all enemy virtual characters, the relationship state is determined to be a protected state.

[0145] The game processing method executed by the processor of the above-mentioned embodiment determines and displays the danger information of multiple cells of the controlled virtual character according to the attack range of multiple enemy virtual characters, thereby improving the effectiveness of conveying the danger information of multiple cells within the moving range of the controlled virtual character, so that the player can intuitively understand the danger information of different cells, help the player better predict the game results of moving to different cells, assist the player in making game decisions, and improve the probability of game success and the player's gaming experience.

[0146] Optionally, the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the above method embodiment is executed.

[0147] Specifically, the processor executes the steps of the above-mentioned game processing method, which may include:

[0148] In response to the activation operation of the danger warning function, the danger information corresponding to each cell within the moving range of the controlled virtual character is determined according to the attack ranges of the multiple enemy virtual characters; and the danger information corresponding to each cell is displayed on the graphical user interface.

[0149] Optionally, the processor performs the above step of determining the danger information corresponding to each cell within the moving range of the controlled virtual character according to the attack ranges of the multiple enemy virtual characters, which may include:

[0150] For each cell within the moving range, the danger information of each cell is determined according to the coverage information of the attack ranges of multiple enemy virtual characters on each cell.

[0151] Optionally, the processor performs the above step of determining the danger information of each cell according to the coverage information of each cell by the attack ranges of multiple enemy virtual characters, which may include:

[0152] According to the coverage information of the attack ranges of multiple enemy virtual characters on each cell, the total number of attacks on each cell is determined; based on the total number of attacks on each cell, the display style of each cell is determined, wherein different display styles of cells represent different danger information.

[0153] Optionally, the processor performs the above step of determining the danger information of each cell according to the coverage information of each cell by the attack ranges of multiple enemy virtual characters, which may include:

[0154] According to the coverage information of the attack ranges of multiple enemy virtual characters on each cell and the types of multiple enemy virtual characters, the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type are determined; based on the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type, the display style of each cell is determined, wherein different display styles of cells represent different danger information.

[0155] Optionally, the processor executing the above step of determining the display style of each cell based on the total number of attacks on each cell may include:

[0156] The danger level of each cell is determined according to the total number of times each cell is attacked; and the display style of each cell is determined according to the danger level of each cell.

[0157] Optionally, the processor performs the above step of determining the display style of each cell based on the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type, which may include:

[0158] The danger level of each cell is determined based on the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type; and the display style of each cell is determined according to the danger level of each cell.

[0159] Optionally, the danger information also includes: text information of the total number of attacks, or text information of each character type and the corresponding number.

[0160] Optionally, the processor executes the steps of the above-mentioned game processing method, and may further include:

[0161] In response to a pre-movement operation for a controlled virtual character, a relationship state between a friendly virtual character within a target range of the controlled virtual character and attack ranges of multiple enemy virtual characters is determined, wherein the relationship state is used to indicate whether the friendly virtual character is within the attack range; and a relationship state identifier of the friendly virtual character is displayed in a graphical user interface.

[0162] Optionally, the processor executes the above step of responding to the pre-movement operation on the controlled virtual character and determining the relationship between the attack ranges of the friendly virtual character and the multiple enemy virtual characters within the preset range of the controlled virtual character, which may include:

[0163] In response to the pre-movement operation, if the friendly virtual character enters the attack range of any enemy virtual character, the relationship state is determined to be an attacked state.

[0164] Optionally, the processor executes the above step of responding to the pre-movement operation on the controlled virtual character and determining the relationship between the attack ranges of the friendly virtual character and the multiple enemy virtual characters within the preset range of the controlled virtual character, which may include:

[0165] In response to the pre-movement operation, if the friendly virtual character leaves the attack range of all enemy virtual characters, the relationship state is determined to be a protected state.

[0166] The game processing method executed by the processor of the above-mentioned embodiment determines and displays the danger information of multiple cells of the controlled virtual character according to the attack range of multiple enemy virtual characters, thereby improving the effectiveness of conveying the danger information of multiple cells within the moving range of the controlled virtual character, so that the player can intuitively understand the danger information of different cells, help the player better predict the game results of moving to different cells, assist the player in making game decisions, and improve the probability of game success and the player's gaming experience.

[0167] In the several embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0168] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0169] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of hardware plus software functional units.

[0170] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviated: ROM), random access memory (English: Random Access Memory, abbreviated: RAM), disk or optical disk and other media that can store program codes.

[0171] The above is only a specific implementation of the present application, but the protection scope of the present application is not limited thereto. Any technician familiar with the technical field can easily think of changes or substitutions within the technical scope disclosed in the present application, which should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.

Claims

1. A game processing method, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays a game scene and a controlled virtual character in the game scene, the method comprising: In response to the activation operation of the danger prompt function, according to the attack ranges of the plurality of enemy virtual characters, determining the danger information corresponding to each cell within the moving range of the controlled virtual character; The hazard information corresponding to each cell is displayed on the graphical user interface.

2. The method according to claim 1, characterized in that The step of determining the danger information corresponding to each cell within the moving range of the controlled virtual character according to the attack ranges of the multiple enemy virtual characters includes: For each cell within the moving range, the danger information of each cell is determined according to the coverage information of the attack ranges of the multiple enemy virtual characters on each cell.

3. The method according to claim 2, characterized in that The determining the danger information of each cell according to the coverage information of each cell by the attack ranges of the multiple enemy virtual characters comprises: Determine the total number of times each cell is attacked according to the coverage information of the attack ranges of the multiple enemy virtual characters on each cell; The display style of each cell is determined based on the total number of times each cell is attacked, wherein different display styles of cells represent different danger information.

4. The method according to claim 2, characterized in that The determining the danger information of each cell according to the coverage information of each cell by the attack ranges of the multiple enemy virtual characters comprises: Determining, according to the coverage information of the attack ranges of the multiple enemy virtual characters on each cell and the types of the multiple enemy virtual characters, the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type; The display style of each cell is determined based on the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type, wherein different display styles of cells represent different danger information.

5. The method according to claim 3, characterized in that The determining the display style of each cell based on the total number of times each cell is attacked includes: Determining the danger level of each cell according to the total number of attacks on each cell; The display style of each cell is determined according to the danger level of each cell.

6. The method according to claim 4, characterized in that The determining of the display style of each cell based on the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type includes: Determining the danger level of each cell based on the character type of the enemy virtual character attacking each cell and the number of enemy virtual characters corresponding to each character type; The display style of each cell is determined according to the danger level of each cell.

7. The method according to claim 3 or 4, characterized in that The danger information also includes: text information of the total number of attacks, or text information of each character type and the corresponding number.

8. The method according to claim 1, characterized in that The method further comprises: In response to a pre-movement operation for the controlled virtual character, determining a relationship state between a friendly virtual character within a target range of the controlled virtual character and an attack range of the plurality of enemy virtual characters, the relationship state being used to indicate whether the friendly virtual character is within the attack range; The relationship status identifier of the friendly virtual character is displayed in the graphical user interface.

9. The method according to claim 8, characterized in that The step of determining the relationship between the attack ranges of the friendly virtual character and the plurality of enemy virtual characters within a preset range of the controlled virtual character in response to the pre-movement operation of the controlled virtual character includes: In response to the pre-movement operation, if the friendly virtual character enters the attack range of any enemy virtual character, the relationship state is determined to be an attacked state.

10. The method according to claim 8, characterized in that The step of determining the relationship between the attack ranges of the friendly virtual character and the plurality of enemy virtual characters within a preset range of the controlled virtual character in response to the pre-movement operation of the controlled virtual character includes: In response to the pre-movement operation, if the friendly virtual character leaves the attack range of all enemy virtual characters, the relationship state is determined to be a protected state.

11. A game processing device, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays a game scene and a controlled virtual character in the game scene, and the device comprises: An information confirmation module, for responding to an opening operation of the danger prompt function, and determining the danger information corresponding to each cell within the moving range of the controlled virtual character according to the attack ranges of the multiple enemy virtual characters; An information display module is used to display the danger information corresponding to each cell on the graphical user interface.

12. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to perform the steps of the game processing method as described in any one of claims 1 to 10.

13. A computer-readable storage medium, characterized in that: The storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the game processing method according to any one of claims 1 to 10 are executed.

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