Information prompting method and device, electronic equipment and storage medium

By using graphical identification controls on the game's graphical user interface to adjust the sub-identification expression form, intuitively displaying the number of combos and special effects, the problem of difficult to intuitively display in the existing technology is solved, reducing the use of game resources and improving the user experience.

CN120022597AActive Publication Date: 2025-05-23NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311557592.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-11-21
Publication Date
2025-05-23
Estimated Expiration
2043-11-21

AI Technical Summary

Technical Problem

In a complex and changeable game real-time battle environment, it is difficult for the existing technology to effectively display the number of combos and special effects to users in an efficient manner, making it difficult for users to pay attention to and understand skill operations, and requires a large number of game resources to create multiple display controls.

Method used

By providing graphical identification controls on the graphical user interface, in response to the attack behavior of virtual objects, and adjusting the sub-identification manifestation of the control to prompt changes in the number of combos and special effects, avoiding the need to create display controls for different combos and special effects.

Benefits of technology

It realizes intuitively displaying the number of combos and special effects on the graphical user interface, reduces the use of game resources, and improves users' attention and understanding of skill operations.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides an information prompting method and device, electronic equipment and a storage medium. A graphical user interface is provided through terminal equipment, and at least part of a virtual scene is displayed on the graphical user interface; in response to the attack instruction, controlling the first virtual object to execute a first attack behavior in the virtual scene, the first attack behavior being configured to generate a first hit effect when a target is hit, and triggering a second hit effect every time the target is hit continuously; in response to a target hit by the first attack behavior, providing a first identifier control comprising sub-identifiers of a target number of times on the graphical user interface, and controlling and adjusting a representation form corresponding to at least one sub-identifier in the first identifier control based on a continuous hit number of times corresponding to the first attack behavior, and prompting a second hit effect which is triggered or about to be triggered by the first attack behavior through the first identification control. By means of the method and device, the number of continuous clicks and the special effect can be visually displayed, and consumption of game resources is reduced.
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Description

Technical Field

[0001] The present application relates to the field of computer application technology, and in particular to an information prompting method, device, electronic device and storage medium. Background Art

[0002] In applications based on virtual environments, for example, various first-person or third-person games, users can control virtual characters in the virtual environment to walk, run, jump, climb, shoot, fight, etc., and multiple users can form a team online to collaboratively complete a task in the same virtual environment.

[0003] In the related art, a virtual character can be configured with virtual skills, and a user can control the virtual character to perform combo attacks in a virtual environment to trigger certain special effects. In the related art, the number of combos is usually counted directly by Arabic numerals in a virtual environment or on a game interface, and a special effect is expressed by a text description when the number of combos reaches a certain value.

[0004] The above expression of skill mechanism is not easy to attract users' attention in the complex and changeable real-time game environment. In addition, multiple display controls need to be made for different combo times and special effects, which consumes a lot of game resources. Summary of the invention

[0005] In view of this, the embodiments of the present application provide at least one information prompting method, device, electronic device and storage medium to overcome at least one of the above-mentioned defects.

[0006] In a first aspect, an exemplary embodiment of the present application provides an information prompt method, providing a graphical user interface through a terminal device, the method comprising: displaying at least part of a virtual scene on the graphical user interface, the virtual scene including a first virtual object controlled by the terminal device; in response to an attack instruction, controlling the first virtual object to perform a first attack behavior in the virtual scene, wherein the first attack behavior is configured to generate a first hit effect when hitting a target, and trigger a second hit effect each time the target is hit continuously, wherein the second hit effect is different from the first hit effect; in response to the first attack behavior hitting a target, providing a first identification control including a sub-identifier of the number of target times on the graphical user interface, and adjusting the expression form corresponding to at least one sub-identifier in the first identification control based on the number of continuous hits corresponding to the first attack behavior, so as to prompt the second hit effect that has been triggered or is about to be triggered by the first identification control through the first identification control; wherein each sub-identifier in the first identification control is used to prompt a hit target of the first attack behavior, and different expression forms of the sub-identifiers are used to prompt different second hit effects that have been triggered or are about to be triggered.

[0007] In a second aspect, an embodiment of the present application further provides an information prompting device, which provides a graphical user interface through a terminal device, and the device includes: a scene display module, which displays at least part of a virtual scene on the graphical user interface, and the virtual scene includes a first virtual object controlled by the terminal device; an interactive control module, which controls the first virtual object to perform a first attack behavior in the virtual scene in response to an attack instruction, wherein the first attack behavior is configured to produce a first hit effect when hitting a target, and trigger a second hit effect when each consecutive hit of the target is performed, wherein the second hit effect is different from the first hit effect; an identification providing module, which provides a first identification control including a sub-identification of the number of target times on the graphical user interface in response to the first attack behavior hitting the target, and controls and adjusts the expression form corresponding to at least one sub-identification in the first identification control based on the consecutive hit number corresponding to the first attack behavior, so as to prompt the second hit effect that has been triggered or is about to be triggered by the first identification control through the first identification control; wherein each sub-identification in the first identification control is used to prompt a hit target of the first attack behavior, and different expression forms of the sub-identification are used to prompt different second hit effects that have been triggered or are about to be triggered.

[0008] In a third aspect, an embodiment of the present application also provides an electronic device, a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of the above-mentioned information prompt method.

[0009] In a fourth aspect, an embodiment of 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 steps of the above-mentioned information prompt method are executed.

[0010] The information prompt method, device, electronic device and storage medium provided in the embodiments of the present application can intuitively display the number of combos and special effects through graphical symbols on a graphical user interface.

[0011] In addition, in the embodiment of the present application, the changes in the number of combos and special effects are prompted by changing the presentation form of the graphical identifier, thereby avoiding the need to create corresponding display controls for different numbers of combos and / or different special effects, which can effectively reduce the occupation of game resources.

[0012] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0013] 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.

[0014] Figure 1 A schematic diagram showing an example 1 of an interface display for controlling a virtual object to attack in the related art;

[0015] FIG. 2A to FIG. 2D A schematic diagram showing a second example of an interface display for controlling a virtual object to attack in the related art;

[0016] Figure 3 A flow chart showing an information prompting method provided by an exemplary embodiment of the present application;

[0017] Figure 4 A schematic diagram showing a first identification control provided by an exemplary embodiment of the present application;

[0018] Figure 5 A schematic diagram showing a display strategy for multiple combo clicks provided by an exemplary embodiment of the present application;

[0019] Figure 6 A schematic diagram showing the structure of an information prompting device provided by an exemplary embodiment of the present application is shown;

[0020] Figure 7 A schematic diagram of the structure of an electronic device provided by an exemplary embodiment of the present application is shown. DETAILED DESCRIPTION

[0021] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of explanation and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn in real proportion. The flowchart used in this application shows the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowchart can be implemented out of sequence, and the steps without logical context can be reversed in order or implemented simultaneously. In addition, those skilled in the art, under the guidance of the content of the present application, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.

[0022] 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.

[0023] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a way to describe the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.

[0024] It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean determining B only according to A, and B can also be determined according to A and / or other information.

[0025] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.

[0026] At present, there are more and more types of games, and the game content is gradually enriched. Virtual objects in the game can be configured with virtual skills. Players can control the virtual objects to perform corresponding virtual skills in the virtual environment by controlling the skill controls provided on the game screen or other quick skill triggering methods.

[0027] The related art provides a variety of combat processes for controlling virtual objects to execute attack skills. Figure 1 as well as FIG. 2A to FIG. 2D To introduce.

[0028] Figure 1 A schematic diagram showing an example 1 of an interface display for controlling a virtual object to attack in the related art.

[0029] like Figure 1 As shown, in this example, a third-person game is taken as an example. A battle interface 1 is provided through a terminal device. A virtual character 2 controlled by the terminal device is displayed in the battle interface 1. There is a binding relationship between the battle interface 1 and the virtual character 2. When the virtual character 2 in the game scene is controlled to move, the battle interface 1 will follow the movement.

[0030] Exemplarily, a skill control A can be displayed on the battle interface 1, and the skill control A is used to trigger a virtual skill configured with the virtual character 2. The virtual skill is configured to have a combo mechanism to control the virtual character 2 to release the virtual skill to continuously attack the target object 3 in the game scene.

[0031] During the game, the number of consecutive hits inflicted by the virtual character 2 on the target object 3 is often displayed using Arabic numerals, such as Figure 1 As shown in , at display position 7 of battle interface 1, the combo count "20" is displayed. Assume that the combo mechanism corresponding to the virtual skill is: after the combo count reaches 20 times, a special effect is triggered. Figure 1 In the related art shown, a text description "xxxxxx" can be used to express a special effect around the Arabic numerals indicating the number of consecutive hits, such as at display position 8 as shown in the figure.

[0032] In addition, in the related art, the combo times and special effects corresponding to the above virtual skills are usually bound to the health bar of the virtual character, such as Figure 1 In the example shown, at least one character information of the virtual character 2 is usually displayed in the lower left corner of the battle interface 1, including but not limited to: character identification 4, health bar 5, resource value (such as magic value) 6. In this case, the number of combos and special effects are displayed around the health bar 4.

[0033] In the above display scheme, the combo count and special effects are displayed at the lower left corner of the battle interface 1. For complex and changeable real-time battle environments, and / or for situations with many special effects, the above display method is not intuitive enough, and players cannot focus on text descriptions and digital recognition for a long time, resulting in reduced skill operation efficiency. In addition, it may also cause problems such as difficulty for players to understand special mechanisms and confusion on the battlefield.

[0034] FIG. 2A to FIG. 2D A schematic diagram showing a second example of an interface display for controlling a virtual object to attack in the related art.

[0035] like Figure 2AAs shown, in this example, a battle interface 1 is provided by a terminal device, and a virtual character 21 is displayed in the battle interface 1. For example, a skill control A can be displayed on the battle interface 1, and the skill control A is used to trigger a virtual skill, and the virtual skill is configured to have a combo mechanism.

[0036] In this example, a character logo 41 and a health bar 51 are displayed around the virtual character 21 in the game scene, and near the health bar 51, as shown in FIG. Figure 2A At the display position 71 of the battle interface 1 shown in FIG. , Arabic numerals are used to indicate the number of consecutive hits. As the number of consecutive hits increases, the Arabic numerals displayed at the display position 71 increase one by one, such as Figures 2A-2C The number of combos shown increases.

[0037] Assume that the combo mechanism corresponding to the virtual skill is: after the combo number reaches 4 times, the special effect is triggered. At this time, when the combo number reaches 4 times, the skill float can be displayed at the display position 71 to indicate the special effect (such as Figure 2D shown).

[0038] In the above display scheme, the number of combos and special effects are bound to the role model of the virtual character. As the virtual character moves in the game scene, the displayed number of combos and special effects move accordingly, similar to the above example one. For complex and changeable real-time game environments, and / or for situations with many special effects, it is not easy for players to pay attention to them and it is easy to cause recognition confusion.

[0039] In addition, in the above display scheme, multiple controls need to be made for the number of combos and special effects. Specifically, for the number of combos, corresponding digital controls need to be made for the numbers 1, 2, and 3 respectively, and for the special effect triggered by the fourth combo, a special effect control needs to be made separately.

[0040] That is to say, in the above-mentioned related technical solutions, it is necessary to make multiple controls for the number of combos and special effects, which consumes more game resources. In addition, the solution of the above-mentioned Example 2 also displays the number of combos and special effects on the side of the health bar, and its display position and display style are closely bound to the health bar. Generally speaking, in order to enable users to effectively distinguish the different information presented, different display styles are used for different information. For example, the display of the number of combos and special effects is distinguished from the display of the health bar. This will make the interface display style diverse and inconsistent, resulting in confusing display. If the same or similar display style is used for different information, it will cause players to have difficulty in identifying.

[0041] In response to at least one of the above problems, the present application proposes a design scheme that uses a graphical UI to display the number of combos and special skill mechanisms during the game process.

[0042] First, the names involved in the embodiments of the present application are introduced.

[0043] Terminal equipment:

[0044] The terminal device involved in the embodiments of the present application mainly refers to an intelligent device used to provide a game screen (such as a relevant setting / configuration interface in the game, an interface for presenting a game scene), and capable of controlling virtual objects. The terminal device may include, but is not limited to, any of the following devices: a smart phone, a tablet computer, a portable computer, a desktop computer, a game console, a personal digital assistant (PDA), an e-book reader, an MP4 (Moving Picture Experts Group Audio Layer IV, dynamic image expert compression standard audio layer 4) player, etc. The terminal device is installed and running with an application that supports virtual scenes, such as an application that supports three-dimensional game scenes. The application may include, but is not limited to, any of virtual reality applications, three-dimensional map programs, military simulation programs, MOBA games, multiplayer gun battle survival games, and third-person shooting games (TPS, Third-Personal Shooting Game). Optionally, the application may be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.

[0045] Graphical User Interface:

[0046] It is an interface display format for communication between people and computers, allowing users to manipulate icons, logos or menu options on the screen using input devices such as a mouse, keyboard and / or game controller, and also allowing users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks. Exemplarily, the graphical user interface may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in a virtual scene. The interface includes any visible controls or elements that can be seen, for example, game controls (such as skill controls, movement controls, function controls, etc.), indicator signs (such as direction indicator signs, character indicator signs, etc.), information display areas (such as number of people defeated, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.), and may also include controls such as pictures, input boxes, and text boxes, some of which respond to user operations.

[0047] Virtual scene:

[0048] It is a virtual environment displayed (or provided) when the application is running on a terminal device or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment and a three-dimensional virtual environment, and the virtual environment can be the sky, land, sea, etc. Among them, the virtual scene is a scene where the user controls the virtual object to execute the game logic. Optionally, the virtual scene is also used for a virtual environment battle between at least two virtual objects, and there are virtual resources in the virtual scene that can be used by at least two virtual objects.

[0049] Virtual Objects:

[0050] Refers to a virtual object in a virtual scene, which may be a virtual character controlled by a player, including but not limited to at least one of a virtual person, a virtual animal, and an animated character, and may also be a virtual object (NPC) controlled by a non-player. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object may be a three-dimensional virtual model, each virtual object having its own shape and volume in the three-dimensional virtual environment, and occupying a portion of the space in the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual object achieves different external images by wearing different skins. In some implementations, the virtual object may also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application.

[0051] There may be multiple virtual objects in the virtual scene, which are virtual characters controlled by players (i.e., characters controlled by players through input devices) and / or artificial intelligence (AI) set in the virtual scene battle through training. Optionally, the virtual object is a virtual character competing in the virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of terminal devices joining the virtual game, which is not limited in the embodiments of the present application.

[0052] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the 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 device, 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.

[0053] The application scenarios to which the present application is applicable are introduced. The present application can be applied to the field of game technology, in which multiple players participating in the game join the same virtual game.

[0054] Before entering the virtual game, the player can select different role attributes, such as identity attributes, for the virtual objects in the virtual game. By assigning different role attributes to determine different camps, the player can win the game by performing the tasks assigned by the game in different game stages of the virtual game. For example, multiple virtual objects with role attribute A can "eliminate" virtual objects with role attribute B in the battle stage to win the game. Here, role attributes can also be randomly assigned to each virtual object participating in the virtual game when entering the virtual game.

[0055] The implementation environment provided in one embodiment of the present application may include: a first terminal device, a server, and a second terminal device. The first terminal device and the second terminal device communicate with the server respectively to achieve data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with an application program that executes the information prompt method provided by the present application, and the server is a server end that executes the information prompt method provided by the present application. Through the application program, the first terminal device and the second terminal device can communicate with the server respectively.

[0056] Taking the first terminal device as an example, the first terminal device establishes communication with the server by running an application. In an optional embodiment, the server establishes a virtual game according to the game request of the application. Among them, the parameters of the virtual game can be determined according to the parameters in the received game request. For example, the parameters of the virtual game may include the number of people participating in the virtual game, the level of the characters participating in the virtual game, etc. When the first terminal device receives the response of the game server, the virtual scene corresponding to the virtual game is displayed through the graphical user interface of the first terminal device. The first terminal device is a device controlled by the first user. The virtual object displayed in the graphical user interface of the first terminal device is the player character controlled by the first user. The first user inputs an operation instruction through the graphical user interface to control the virtual object to perform a corresponding operation in the virtual scene.

[0057] Taking the second terminal device as an example, the second terminal device establishes communication with the server by running an application. In an optional embodiment, the server establishes a virtual game according to the game request of the application. Among them, the parameters of the virtual game can be determined according to the parameters in the received game request. For example, the parameters of the virtual game may include the number of people participating in the virtual game, the level of the characters participating in the virtual game, etc. When the second terminal device receives the response from the server, the virtual scene corresponding to the virtual game is displayed through the graphical user interface of the second terminal device. The second terminal device is a device controlled by the second user, and the virtual object displayed in the graphical user interface of the second terminal device is the player character controlled by the second user. The second user inputs operation instructions through the graphical user interface to control the virtual object to perform corresponding operations in the virtual scene.

[0058] The server performs data calculation based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the graphical user interface to render the corresponding game scene and / or virtual object according to the synchronization data sent by the game server.

[0059] In this embodiment, the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device are virtual objects in the same virtual game. Among them, the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device can have the same role attributes, or can have different role attributes. The virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device belong to the same camp, or belong to different camps with hostile relations. The game AI virtual object participating in the virtual game can have a camp, for example, it can belong to the camp to which the virtual object controlled by the first terminal device belongs, or the camp to which the virtual object controlled by the second terminal device belongs. The game AI virtual object may not have a camp to which it belongs, and interact with other virtual objects in the virtual game.

[0060] It should be noted that a virtual game may include two or more virtual objects, and different virtual objects may correspond to different terminal devices. That is to say, in a virtual game, there are more than two terminal devices that send and synchronize game data with the game server respectively.

[0061] The information prompt method provided in the embodiment of the present application can be applied to any of virtual reality applications, three-dimensional map programs, military simulation programs, multiplayer online tactical competitive games (MOBA), multiplayer gun battle survival games, third-person combat games, and first-person combat games.

[0062] In one embodiment of the present application, the information prompt method can be run on a local terminal device or a server. When the 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.

[0063] In an optional embodiment, 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 control 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.

[0064] 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.

[0065] In a possible implementation, an embodiment of the present invention provides an information prompt method, which provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above.

[0066] To facilitate understanding of the present application, the information prompt method, device, electronic device and storage medium provided in the embodiments of the present application are introduced in detail below.

[0067] See also Figure 3 , which is a flowchart of an information prompt method provided in an exemplary embodiment of the present application, which is generally applied to a game server, for example, the cloud game server described above, but the present application is not limited thereto.

[0068] like Figure 1 As shown, the information prompt method of the exemplary embodiment of the present application specifically includes:

[0069] Step S101: displaying at least a portion of a virtual scene on a graphical user interface.

[0070] In an embodiment of the present application, a graphical user interface is provided by a terminal device, and the virtual scene includes a first virtual object controlled by the terminal device. Exemplarily, part or all of the virtual model corresponding to the first virtual object can be displayed in the graphical user interface. For example, in the graphical user interface, the complete virtual model of the virtual object can be viewed, or the head or torso of the virtual model cannot be viewed, but the arms or feet of the virtual object may be viewed. In addition, the virtual model corresponding to the first virtual object may not be presented in the graphical user interface, and the present application does not limit this.

[0071] In an embodiment of the present application, the first virtual object is a virtual character controlled by a player participating in the virtual game through a terminal device. For example, the virtual object can be controlled to move in a virtual scene, for example, the virtual object can be controlled to run, jump, crawl, etc., and the virtual object can also be controlled to use the virtual skills, virtual props, etc. provided in the game to interact with other virtual objects in the game.

[0072] Step S102: In response to the attack instruction, controlling the first virtual object to perform a first attack behavior in the virtual scene.

[0073] In the embodiment of the present application, the first virtual object is configured with an attack skill, and the above-mentioned attack instruction may refer to a control instruction issued by the terminal device. For example, the attack instruction may refer to a control instruction for manipulating the first virtual object to release its attack skill in the virtual scene. As an example, the attack instruction may be generated by an external input device (such as a keyboard and / or a mouse) connected to the terminal device, or, in the case where the terminal device is a device with a touch screen, the above-mentioned attack instruction may be generated by a touch operation performed on the touch screen.

[0074] In the embodiment of the present application, the first attack behavior may refer to the interaction between the first virtual object and the target when the first virtual object releases an attack skill to the target in the virtual scene. Here, the attack skill possessed by the first virtual object may include the following situations.

[0075] In one case, the attack skill is an ability possessed by the first virtual object itself.

[0076] Exemplarily, the attack skill may refer to a general attack skill possessed by the first virtual object. The skill possessed by the first virtual object itself may not require skill cooling or skill triggering, and may be released continuously and multiple times.

[0077] In another case, the attack skill is an ability possessed by the first virtual object by holding a virtual prop or equipping a virtual accessory.

[0078] For example, the first virtual object can be controlled to pick up virtual props or virtual accessories in the virtual scene. The virtual props or virtual accessories can be randomly generated in the virtual scene, or dropped in the virtual scene when the enemy virtual object is defeated, or obtained by completing virtual tasks in a virtual game.

[0079] When the first virtual object currently holds the above virtual props or is equipped with virtual accessories, the first virtual object has a corresponding attack skill. For example, executing the first attack behavior once requires executing the attack skill once. The above process is not unlimited in number of uses and is limited by the resource value of the virtual object.

[0080] As an example, the resource value may refer to the resource value of the virtual object in this virtual game. Each execution of an attack skill consumes one unit of skill consumption value. If the virtual object is alive in this virtual game, the resource value may automatically increase as the survival time of the virtual object increases.

[0081] That is to say, in an exemplary embodiment of the present application, when the first virtual object has the above-mentioned attack skill, in response to an attack instruction for triggering the attack skill, the first attack behavior generated between the first virtual object and the target is controlled.

[0082] In an exemplary embodiment of the present application, the first attack behavior is configured to generate a first hit effect when hitting the target.

[0083] Specifically, the target that can be hit by the first attack behavior can be a static object in the virtual scene, or a dynamic object in the virtual scene. For example, the target that can perform the first attack behavior with the first virtual object can be a second virtual object, and the second virtual object is a virtual character participating in this virtual game. The second virtual object can be a virtual character controlled by other players (for example, a virtual character controlled by other terminal devices). The second virtual object can be controlled to move in the virtual scene, for example, the second virtual object can be controlled to run, jump, crawl, etc., and the second virtual object can also be controlled to use the virtual skills, virtual props, etc. provided by this virtual game to interact in the game. Here, the second virtual object and the first virtual object belong to the hostile camp.

[0084] In addition, the above-mentioned second virtual object can also be an artificial intelligence character controlled by a non-player, such as an artificial intelligence (AI) character set in a virtual scene battle through training. The AI ​​character can be configured to move in the virtual scene according to a pre-trained action strategy, and can also be controlled to use the virtual skills, virtual props, etc. provided in this virtual game to interact with other virtual objects in the game.

[0085] Alternatively, the target may also be a virtual object, such as a virtual prop, ground, building, bridge, tree, mountain, vegetation, etc. in a virtual scene. Exemplarily, the virtual object may be attacked and destroyed.

[0086] In an embodiment of the present application, the first hit effect generated by the first attack behavior when hitting the target may include but is not limited to at least one of the following items: changing the skill configuration parameters of the attack skill, changing the character attributes of the virtual object, and changing the battle status attributes of the virtual game.

[0087] In a preferred example, the first hit effect may refer to a skill effect that can have a positive impact on the first virtual object's victory in this virtual game. Exemplarily, changing the skill configuration parameters of the attack skill may include adjusting the attack distance (or attack range) corresponding to the attack skill, for example, adjusting the attack skill of the first virtual object from a melee attack to a long-range attack, and / or, in the case where the target is a second virtual object, narrowing the attack range of the second virtual object.

[0088] Exemplarily, changing the character attributes of a virtual object may include, but is not limited to: bringing attribute gains to the first virtual object, and / or bringing attribute losses to the target. For example, attribute gains may include, but are not limited to, at least one of the following items: enhancing the defense strength of the virtual object, enhancing the attack strength of the virtual object, and increasing the life value of the virtual object. Attribute losses may include, but are not limited to, at least one of the following items: weakening the defense strength of the virtual object, reducing the life value of the virtual object, and reducing the resource value of the virtual object.

[0089] Here, the battle status attribute may refer to a parameter used to indicate the battle progress of the virtual game, that is, it may include factors that can affect the battle advancement and / or settlement of the virtual game. Exemplarily, changing the battle status attribute of the virtual game may include but is not limited to: extending the time for the first virtual object to complete the virtual task assigned to this virtual game, and shortening the time for the second virtual object to complete the virtual task assigned to this virtual game.

[0090] In an exemplary embodiment of the present application, the first attack behavior is further configured to trigger a second hit effect every time the target is hit consecutively.

[0091] The target number is the number of skill combos pre-configured for the attack skill and used to trigger the second hit effect. The specific value of the target number can be set according to actual needs. It should be understood that the basis for judging whether the first attack behavior is a continuous hit can be configured according to actual needs. For example, the first virtual object can be set to continuously release the attack skill, which is considered to be a continuous hit on the target. It can also be set that the attack skill released by the first virtual object can continue to effectively act on the target, such as continuously causing damage to the target, which is considered to be a continuous hit on the target. The above-mentioned release of the attack skill or the damage caused can be interrupted, as long as the two adjacent release operations or damage are within the set time. This application does not impose any restrictions on this.

[0092] Here, the second hit effect triggered by the first attack behavior is different from the first hit effect. Preferably, the second hit effect and the first hit effect should have the same influence trend on the game settlement of the virtual game, for example, both are skill effects that can have a positive impact on the first virtual object winning the virtual game, or both are skill effects that can have a negative impact on the enemy camp of the first virtual object winning the virtual game.

[0093] Exemplarily, the above-mentioned second hit effect may include but is not limited to at least one of the following items: changing the skill configuration parameters of the attack skill, changing the character attributes of the virtual object, and changing the battle status attributes of the virtual game. This application will not elaborate on this part.

[0094] Step S103: In response to the first attack behavior hitting the target, a first identification control including a sub-identifier of the number of target times is provided on the graphical user interface, and the expression form corresponding to at least one sub-identifier in the first identification control is adjusted based on the number of consecutive hits corresponding to the first attack behavior, so as to prompt through the first identification control that the second hit effect that the first attack behavior has triggered or is about to be triggered.

[0095] In an exemplary embodiment of the present application, the first attack behavior is configured to have a combo mechanism, that is, for the first attack behavior configured with a combo mechanism, in response to the first attack behavior hitting the target, a first identification control is triggered to be displayed on the graphical user interface.

[0096] Exemplarily, the first identification control refers to a graphical UI control, that is, a combo mechanism of an attack skill is expressed in a graphical form on a graphical user interface. Preferably, the display position of the first identification control on the graphical user interface does not change with the change of the virtual scene content presented in the graphical user interface.

[0097] The above presentation method for the first identification control is not affected by the virtual scene and the game perspective, and is applicable to both first-person games and third-person games. In addition, the first identification control is displayed on the graphical user interface, and in the case of more real-time scene special effects, the current combo number and special effects can also be clearly and intuitively known.

[0098] The first identification control includes multiple sub-identifiers, and each sub-identifier in the first identification control is used to prompt a hit target of the first attack behavior, that is, the expression form of each sub-identifier changes accordingly with the accumulation of the number of consecutive hits of the first attack behavior.

[0099] Exemplarily, the presentation forms of the multiple sub-identifiers may be cyclically changed in a preset order, wherein each time the number of consecutive hits on the target is accumulated, the presentation form of a corresponding sub-identifier among the multiple sub-identifiers is controlled to change once in the preset order.

[0100] In a preferred embodiment, each time a change occurs, the representation forms of the other sub-identifiers among the multiple sub-identifiers except for the sub-identifier whose representation form has changed this time remain unchanged.

[0101] In an exemplary embodiment of the present application, the number of the plurality of sub-identifiers is consistent with the number of combos used to trigger the second hit effect. In a preferred embodiment, in response to the first attack behavior hitting the target, the number of sub-identifiers included in the first identification control can be determined according to the number of targets used to trigger the second hit effect corresponding to the first attack behavior, thereby providing a first identification control including the determined number of sub-identifiers on the graphical user interface. In this way, the number of sub-identifiers included in the first identification control can be adaptively adjusted for different attack skills.

[0102] Here, by setting the number of sub-identifiers to the target number of times for triggering the second hit effect, it can help players intuitively observe the correlation between the change in the number of combos and the triggering of special effects through multiple sub-identifiers displayed on the graphical user interface.

[0103] In an embodiment of the present application, only a sub-identifier of the target number of times needs to be displayed on the graphical user interface. By controlling the change in the presentation form of the graphical UI, the accumulation of an unlimited number of times can be represented, thereby effectively reducing the consumption of game resources.

[0104] In order to further reduce the consumption of game resources, the number of the multiple sub-identifiers may be determined according to the numerical type of the target number of times for triggering the second hit effect.

[0105] For example, when the target number is an even number, the number of sub-identifiers included in the first identification control is determined to be two, based on which, by adjusting the corresponding expressions of the two sub-identifiers, it is possible to trigger a second hit effect every two times, every four times, or every six times. In this way, the number of identification controls can be minimized to further reduce the occupation of game resources.

[0106] For the case where the target number is an odd number, the prime number other than 1 among the divisors that the odd number can be divided by can be determined as the number of sub-identifiers included in the first identification control. For example, taking the target number as 3, 9, 15 or 27 as an example, the number of multiple sub-identifiers can be determined to be 3. Here, the above-mentioned method for determining the number of sub-identifiers can also be applied to the case of an even number, and this application does not limit this.

[0107] In the embodiment of the present application, different representation forms of the sub-identification are used to indicate different second hit effects that have been triggered or are about to be triggered. In a preferred example, the second hit effect may include multiple sub-hit effects, with each consecutive number of hits triggering a sub-hit effect.

[0108] Exemplarily, the sub-hit effect triggered each time is different, that is, each time the number of consecutive hits reaches the target number, a different special effect can be triggered. In addition, the sub-hit effects triggered by adjacent target numbers can be different, and the sub-hit effects triggered by non-adjacent target numbers can be repeated. For example, the sub-hit effect triggered by reaching the target number for the first time is different from the sub-hit effect triggered by reaching the target number for the second time, and the sub-hit effect triggered by reaching the target number for the second time is different from the sub-hit effect triggered by reaching the target number for the third time, but the sub-hit effect triggered by reaching the target number for the first time and the sub-hit effect triggered by reaching the target number for the third time can be the same.

[0109] Preferably, the above-mentioned attack skill may include two skill stages, for example, a general skill stage and a special skill stage. In the general skill stage, the first virtual object is configured to use the attack skill in the virtual scene according to the default skill configuration parameters. At this time, the first attack behavior corresponding to the attack skill is configured to produce a first hit effect when hitting the target. Here, the default skill configuration parameters may refer to the default parameters configured by the game system for the attack skill.

[0110] In the special skill stage, the first virtual object is configured to use the attack skill in the virtual scene according to the triggered hit effect. At this time, the first attack behavior corresponding to the attack skill is configured to produce a second hit effect when hitting the target.

[0111] In an exemplary embodiment of the present application, the current skill stage can be represented by the consistency of the expression forms of multiple sub-identifiers.

[0112] In one case, the representation forms of multiple sub-identifiers are inconsistent, indicating that the current state is at the ordinary skill stage.

[0113] That is to say, when the expressions of the sub-identifiers in the first identification control are inconsistent, it is used to prompt that a corresponding sub-hit effect is about to be triggered. At this time, it means that it is currently in the combo charging preparation stage for triggering the corresponding sub-hit effect.

[0114] Here, for the case where the expression forms of multiple sub-identifiers change in a cycle according to a preset order, when only the expression form of the last sub-identifier in the cycle is different from the expression forms of other sub-identifiers, it represents another combo, and the corresponding sub-hit effect will be triggered. Players can make strategic deployments in advance through the change prompts of the expression forms of multiple sub-identifiers.

[0115] In another case, the expression of multiple sub-identifiers is consistent, indicating that the current stage is a special skill.

[0116] That is to say, when the presentation forms of all sub-identifiers in the first identification control are consistent, it is used to prompt that a corresponding sub-hit effect has been triggered. At this time, it indicates that the special skill stage in which the corresponding sub-hit effect has been triggered is currently underway.

[0117] In the above scheme, during the continuation phase of the first attack behavior, the number of sub-identifiers included in the first identification control may not be changed, and the accumulation of hits on the target and the triggering of special effects can be represented by adjusting the presentation form of at least one sub-identifier.

[0118] Exemplarily, the expression form may include, but is not limited to, at least one of the following items: display color, display pattern, display transparency, display shape, and display size.

[0119] In the above manner, the change in the representation of the sub-identifier can intuitively reflect the current skill stage and help players plan combat strategies in advance. In addition, through the change in the representation of the graphical UI, the triggering time of the special effect can be intuitively known, and there is no need to pay attention to the number of combos and the corresponding relationship between the number of combos and special effects, which can effectively reduce the user's memory burden.

[0120] In addition, in a preferred embodiment of the present application, the display of the first identification control may not depend on the display position and display style of the health bar of the virtual object. For example, the first identification control may be displayed around the crosshairs on the graphical user interface, but the present application is not limited to this, and the first identification control may also be displayed at other locations on the graphical user interface.

[0121] In this case, the graphical user interface may also include a crosshair, and the first identification control is displayed on the side of the crosshair. Here, the crosshair is used to indicate the aiming direction of the virtual object. Exemplarily, the crosshair can be displayed at the center of the graphical user interface, or it can be displayed at other positions on the graphical user interface, and this application does not limit this. In addition, the above-mentioned crosshair can be displayed permanently on the graphical user interface, or it can be displayed on the graphical user interface in response to satisfying the crosshair trigger condition.

[0122] As an example, the crosshair triggering condition may include but is not limited to: receiving a control instruction for displaying the crosshair, detecting that a virtual object is equipped with a virtual weapon having a sight, and detecting that the virtual object has target character attributes. For example, it may be preset to start the crosshair display according to the target character attributes.

[0123] Here, the above-mentioned control instruction can be an instruction issued by the terminal device for displaying a crosshair on a graphical user interface. The control instruction can be generated by an external input device connected to the terminal device (such as pressing a preset button on the external input device), or, in the case where the terminal device is a device with a touch screen, the above-mentioned control instruction can be generated by a touch operation performed on the touch screen (such as selection of a preset virtual button on the touch screen).

[0124] In the above general solution, the display position of the first identification control in the game is determined to be around the crosshairs, which can ensure that it can be always paid attention to in complex scene environments. It can be applied to games in first-person perspective and third-person perspective, avoiding the problem of being unable to clearly distinguish when there are too many scene special effects.

[0125] It should be understood that the present application is not limited to this, and the first identification control may also be displayed on the surrounding side of the virtual model corresponding to the target.

[0126] In a preferred embodiment, the display position of the first identification control on the graphical user interface can be determined according to the game type.

[0127] For example, for shooting games, the first identification control is bound to the crosshairs, that is, the first identification control is displayed around the crosshairs; for other types of games except shooting games (or games that do not require triggering the crosshairs), the first identification control is bound to the virtual model corresponding to the target, that is, the first identification control is displayed around the virtual model corresponding to the target.

[0128] The following uses an example to illustrate a specific method of adjusting the expression form corresponding to at least one sub-identity in the first identification control.

[0129] For example, the filling colors of the first sub-identifier and the second sub-identifier can be updated according to the number of consecutive hits corresponding to the first attack behavior. Exemplarily, the first sub-identifier and the second sub-identifier are filled with the same color for each consecutive hit of the target, and the filling colors corresponding to adjacent target times are different. When the number of consecutive hits does not reach the target number, the first sub-identifier and the second sub-identifier are filled with different colors.

[0130] At this time, the expression form of the second identification control may also be adjusted in the following manner: when the target is hit consecutively, the second identification control is filled with the color of the first sub-identifier and the second sub-identifier.

[0131] Figure 4 A schematic diagram of a first identification control provided by an exemplary embodiment of the present application is shown.

[0132] Exemplarily, a graphical UI (ie, a first identification control) may be displayed in the area below the crosshair, and the graphical UI includes two sub-identifiers, such as Figure 4 As shown, each sub-logo is marked with a rectangular grid. Each time a combo is achieved, the grid is filled with a corresponding color. The color of the grid is different depending on the combo effect achieved. In particular, the combo that triggers a special effect will be represented by dots of the corresponding color above the grid.

[0133] In this example, assume that the combo mechanism configured for the attack skill is: every 2, 4, 6, 8... (even number) combos will trigger a special effect. For example, two UI slots can be pre-placed around the crosshairs. When the first identification control is not triggered to display, its UI slots are not displayed on the graphical user interface, and the UI slots are in an empty state.

[0134] When the number of consecutive hits reaches 1, the presentation of a UI slot is changed, such as filling a UI slot with a first pattern when hitting once. At this time, another UI slot may not be displayed on the graphical user interface, or another UI slot may be displayed in an empty state on the graphical user interface. This application does not impose any restrictions on this.

[0135] When the number of consecutive hits reaches 2 times, the presentation of another UI slot is also changed, such as filling the first pattern into another UI slot when hitting the target for the second time, and triggering the corresponding special effect twice. Preferably, a second identification control is displayed above the two UI slots. As shown in the figure, when hitting the target for the second time, dots are displayed above the two UI slots, and the presentation of the dots is the same as that of the UI slot, for example, filled with the same first pattern, or filled with the same color.

[0136] When the number of consecutive hits reaches 3 times, the presentation of a UI slot is changed, such as filling a second pattern into a UI slot when hitting three times, and at this time, the presentation of another UI slot still remains filled with the first pattern. Exemplarily, the display of the second identification control can be cancelled when the number of consecutive hits reaches 3 times, or the display of the second identification control can be cancelled after the duration of the special effect corresponding to 2 times ends.

[0137] When the number of consecutive hits reaches 4 times, the expression of another UI slot is changed, such as filling the second pattern into another UI slot when hitting four times, and triggering the corresponding special effects 4 times. Preferably, a second identification control is displayed above the two UI slots. As shown in the figure, when hitting four times, dots are displayed above the two UI slots, and the expression of the dots is the same as that of the UI slot, for example, filled with the same second pattern, or filled with the same color.

[0138] In this way, the display form of the two UI slots is adjusted to represent multiple combos and corresponding special effects. In this example, each time the number of consecutive hits is accumulated, only one display parameter is changed. For example, the display shape of each sub-logo remains unchanged, and only the filling pattern (or filling color) changes.

[0139] Through the above example of this application, only two sub-logos need to be created. By changing the fill colors of the two sub-logos, infinite numbers can be represented, and universal resources are used to replace Arabic numerals. There is no need to repeatedly make controls, saving output and development resources. In addition, the above solution is universal, reusable, and extensible, and can be applied to all game designs that trigger special mechanisms after combos.

[0140] As described above, in a preferred embodiment of the present application, based on prompting the second hit effect by adjusting the expression form corresponding to at least one sub-identifier, the triggering of the second hit effect can also be prompted by triggering the second identifier control.

[0141] The triggering display timing for the second identification control may be: in response to triggering the second hit effect, a second identification control is provided around the first identification control, and the second identification is used to prompt that the first attack behavior has triggered the second hit effect.

[0142] Here, the expression form of the second identification control displayed each time it is triggered is different. Preferably, the expression form of the second identification control and the expression form of all sub-identities when the second hit effect is triggered have a display parameter that is the same. As shown in the above figure, the same display parameter is the parameter of the sub-identity that changes with the accumulation of the number of combos. For example, each time a combo is made, the fill color of a sub-identity is changed. When the second identification control is triggered, the display color of the second identification control is kept the same as the display color of the current sub-identity.

[0143] The timing for canceling the display of the second identification control may be: in response to the end of the second hit effect, canceling the display of the second identification control.

[0144] In an embodiment of the present application, there is an effect duration for the second hit effect, and the effect durations corresponding to the sub-hit effects included in the second hit effect may be all the same, partially the same, or all different, and the present application does not impose any restrictions on this.

[0145] In this case, the duration of the effect can also be prompted on the graphical user interface. For example, in response to triggering the second hit effect, a time progress prompt mark can be provided around the first mark control, and the time progress prompt mark is used to prompt the duration of the second hit effect. In the case where the second hit effect includes multiple sub-hit effects, the time progress prompt mark provided is used to indicate the duration of the current corresponding sub-hit effect.

[0146] Optionally, in response to triggering the second hit effect, the second identification control and the time progress prompt icon can be displayed simultaneously around the first identification control, or only the time progress prompt icon can be displayed around the first identification control. In this case, the time progress prompt icon can not only indicate the duration of the second hit effect, but also, when the time progress prompt icon is presented on the graphical user interface, it can also prompt the user that the second hit effect has been triggered.

[0147] The following is an example to illustrate the specific triggering process for attack skills in this application.

[0148] In this example, assume that the skill mechanism for the first virtual object is: a total of 4 combos, among which the first and second combos are melee attacks, and the third and fourth combos are ranged attacks. The second combo will trigger a special effect: changing from a melee attack to a ranged attack, and the duration of the ranged attack is 5 seconds. The fourth combo will trigger a special effect: a special enhanced skill can be used within 5 seconds.

[0149] Figure 5 A schematic diagram showing a display strategy for multiple consecutive clicks provided by an exemplary embodiment of the present application is shown.

[0150] In this example, the first identification control includes a first sub-identity and a second sub-identity, Figure 4 In the sub-logo change process shown, when no combo is generated, the first logo control is not displayed in the graphical user interface, and at this time it is a normal non-HUD (head-up display) state.

[0151] When the number of consecutive hits reaches 1, at this time, follow Figure 5 The first sub-identifier and the second sub-identifier are displayed in the manner shown in an attack.

[0152] For example, a combo time limit (e.g., X1 second) can be set for the skill mechanism. If the second hit is not triggered within the combo time limit after the first hit, then the game returns to the normal no-HUD state, that is, the display of the first identification control is cancelled on the graphical user interface. If the second hit is triggered within the combo time limit after the first hit, then it is determined that the combo condition is met between the second hit and the first hit. At this time, the special effect corresponding to the second hit is triggered, that is, according to Figure 5 The first sub-identity and the second sub-identity are displayed in the manner shown in the second attack (hit) in FIG. At this time, the special effect is triggered, and the 5S (seconds) displayed above the first identification control indicates the duration of the special effect, that is, the duration of the long-range attack is 5 seconds. Exemplarily, the duration can be displayed in a countdown manner.

[0153] If the second attack action of releasing the attack skill does not hit the target within the combo time limit after the first hit, the change in the representation of the sub-identifier during the first attack will be returned, and the right part of the short-range phase will be looped. At this time, the first identification control is displayed on the graphical user interface, but the first identification control is empty, for example, it is not filled with any color or pattern, such as Figure 5 The second attack (miss) is displayed as shown in the example above.

[0154] If the ranged attack hits the target for the third time within the duration of the ranged attack, Figure 5 The first sub-identifier and the second sub-identifier are displayed in the manner shown in the three attacks. At this time, the 5 seconds indicates the duration of the long-range attack.

[0155] If you hit the fourth time, follow Figure 5 The first sub-identifier and the second sub-identifier are displayed in the manner shown in the four attacks (hits) in the example, where a special effect is triggered, and a 5-second countdown for the special enhanced skill to be usable is displayed above the first identifier control. For example, the 5 seconds displayed when the third hit lasts can be distinguished from the 5 seconds displayed when the fourth hit lasts, so as to indicate that the skill special effects indicated by the durations are different.

[0156] If the ranged attack lasts for a third time but not a fourth time, the change in the sub-identifier's presentation during the third attack is reverted back to the second hit state, and the right side of the ranged phase is looped.

[0157] If the fourth hit is missed, or the third hit is missed after the duration of the ranged attack (e.g., X2 seconds), the system returns to the normal no-HUD state, that is, the display of the first identification control is cancelled in the graphical user interface.

[0158] Based on the same application concept, an information prompting device corresponding to the method provided in the above embodiment is also provided in the embodiment of the present application. Since the principle of solving the problem by the device in the embodiment of the present application is similar to the information prompting method in the above embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0159] Figure 6 This is a schematic diagram of the structure of the information prompting device provided by the exemplary embodiment of the present application. Figure 6 As shown, a graphical user interface is provided by a terminal device, and the information prompting device 200 includes:

[0160] A scene display module 210, which displays at least part of a virtual scene on the graphical user interface, wherein the virtual scene includes a first virtual object controlled by a terminal device;

[0161] The interaction control module 220 controls the first virtual object to perform a first attack behavior in the virtual scene in response to the attack instruction, wherein the first attack behavior is configured to generate a first hit effect when hitting a target, and trigger a second hit effect each time the target is hit consecutively, wherein the second hit effect is different from the first hit effect;

[0162] The identification providing module 230, in response to the first attack behavior hitting the target, provides a first identification control including a sub-identifier of the number of target times on the graphical user interface, and controls and adjusts the expression form corresponding to at least one sub-identifier in the first identification control based on the number of consecutive hits corresponding to the first attack behavior, so as to prompt through the first identification control that the second hit effect that the first attack behavior has been triggered or is about to be triggered; wherein each sub-identifier in the first identification control is used to prompt a hit target of the first attack behavior, and different expression forms of the sub-identifiers are used to prompt different second hit effects that have been triggered or are about to be triggered.

[0163] In a possible implementation manner of the present application, the second hit effect includes multiple sub-hit effects, each consecutive target hit number triggers a sub-hit effect, and the sub-hit effects triggered by adjacent target hit numbers are different.

[0164] In a possible implementation of the present application, the expression forms of all sub-identifiers in the first identification control are consistent, which is used to prompt that a corresponding sub-hit effect has been triggered, and the expression forms of the sub-identifiers in the first identification control are inconsistent, which is used to prompt that a corresponding sub-hit effect is about to be triggered.

[0165] In a possible implementation manner of the present application, the expression form includes at least one of the following items: display color, display pattern, display transparency, display shape, and display size.

[0166] In a possible implementation of the present application, the identification providing module 230 is also used to: in response to triggering the second hit effect, provide a second identification control around the first identification control; in response to the end of the second hit effect, cancel the display of the second identification control, wherein the second identification is used to prompt that the first attack behavior has triggered the second hit effect, and the presentation form of the second identification control has a display parameter that is the same as the presentation form of all sub-identities when the second hit effect is triggered.

[0167] In a possible implementation of the present application, the identification providing module 230 is also used to: in response to triggering the second hit effect, provide a time progress prompt identification on the periphery of the first identification control, and the time progress prompt identification is used to prompt the duration of the second hit effect.

[0168] In a possible implementation manner of the present application, at least one of the time progress prompt indicator and the second indicator control is displayed on the periphery of the first indicator control.

[0169] In a possible implementation manner of the present application, the graphical user interface further includes a crosshair, and the first identification control is displayed around the crosshair.

[0170] In a possible implementation of the present application, the first identification control includes a first sub-identifier and a second sub-identifier, and the identification providing module 230 is further used to: update the filling color of the first sub-identifier and the second sub-identifier according to the number of consecutive hits corresponding to the first attack behavior, wherein the first sub-identifier and the second sub-identifier are filled with the same color for each consecutive hit of the target, and the filling colors corresponding to adjacent target times are different, and when the number of consecutive hits does not reach the target number, the first sub-identifier and the second sub-identifier are filled with different colors.

[0171] In a possible implementation manner of the present application, the logo providing module 230 adjusts the presentation form of the second logo control in the following manner: filling the second logo control with the color of the first sub-logo and the second sub-logo every time the target is hit consecutively.

[0172] Through the information prompt device of the embodiment of the present application, the number of combos and special effects can be intuitively displayed through a graphical UI, and the occupation of game resources can be effectively reduced.

[0173] See also Figure 7 , Figure 7 The schematic diagram of the structure of the electronic device provided by the exemplary embodiment of the present application. Figure 7As shown, the electronic device 300 includes a processor 310 , a memory 320 and a bus 330 .

[0174] The memory 320 stores machine-readable instructions executable by the processor 310. When the electronic device 300 is running, the processor 310 communicates with the memory 320 via the bus 330. When the machine-readable instructions are executed by the processor 310, the steps of the information prompt method in any of the above embodiments can be performed, which are specifically as follows:

[0175] A graphical user interface is provided through a terminal device, and at least part of a virtual scene is displayed on the graphical user interface, wherein the virtual scene includes a first virtual object controlled by the terminal device; in response to an attack instruction, the first virtual object is controlled to perform a first attack behavior in the virtual scene, wherein the first attack behavior is configured to produce a first hit effect when hitting a target, and trigger a second hit effect when the target is hit continuously for each number of times, wherein the second hit effect is different from the first hit effect; in response to the first attack behavior hitting a target, a first identification control including a sub-identifier of the number of target times is provided on the graphical user interface, and a corresponding expression form of at least one sub-identifier in the first identification control is controlled and adjusted based on the number of consecutive hits corresponding to the first attack behavior, so as to prompt the second hit effect that has been triggered or is about to be triggered by the first identification control through the first identification control; wherein each sub-identifier in the first identification control is used to prompt a hit target of the first attack behavior, and different expression forms of the sub-identifiers are used to prompt different second hit effects that have been triggered or are about to be triggered.

[0176] Through the electronic device of the embodiment of the present application, the number of combos and special effects can be intuitively displayed through a graphical UI, and the occupation of game resources can be effectively reduced.

[0177] The present application also 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 information prompt method in any of the above embodiments can be executed, which are as follows:

[0178] A graphical user interface is provided through a terminal device, and at least part of a virtual scene is displayed on the graphical user interface, wherein the virtual scene includes a first virtual object controlled by the terminal device; in response to an attack instruction, the first virtual object is controlled to perform a first attack behavior in the virtual scene, wherein the first attack behavior is configured to produce a first hit effect when hitting a target, and trigger a second hit effect when the target is hit continuously for each number of times, wherein the second hit effect is different from the first hit effect; in response to the first attack behavior hitting a target, a first identification control including a sub-identifier of the number of target times is provided on the graphical user interface, and a corresponding expression form of at least one sub-identifier in the first identification control is controlled and adjusted based on the number of consecutive hits corresponding to the first attack behavior, so as to prompt the second hit effect that has been triggered or is about to be triggered by the first identification control through the first identification control; wherein each sub-identifier in the first identification control is used to prompt a hit target of the first attack behavior, and different expression forms of the sub-identifiers are used to prompt different second hit effects that have been triggered or are about to be triggered.

[0179] Through the computer-readable storage medium of the embodiment of the present application, the number of combos and special effects can be intuitively displayed through a graphical UI, and the occupation of game resources can be effectively reduced.

[0180] Those skilled in the art can clearly understand that, for the convenience and simplicity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here. In the several embodiments provided in the present application, it should be understood that the disclosed system, device and method can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, 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 communication interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0181] 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.

[0182] 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.

[0183] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the 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 (ROM), random access memory (RAM), disk or optical disk, etc., various media that can store program codes.

[0184] The above are only specific implementations 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. An information prompting method, It is characterized in that Providing a graphical user interface through a terminal device, the method comprising: Displaying at least a portion of a virtual scene on the graphical user interface, the virtual scene including a first virtual object controlled by a terminal device; In response to the attack instruction, controlling the first virtual object to perform a first attack behavior in the virtual scene, wherein the first attack behavior is configured to generate a first hit effect when hitting a target, and trigger a second hit effect each time the target is hit consecutively, wherein the second hit effect is different from the first hit effect; In response to the first attack behavior hitting a target, providing a first identification control including a sub-identification of the number of target hits on the graphical user interface, and adjusting the expression form corresponding to at least one sub-identification in the first identification control based on the number of consecutive hits corresponding to the first attack behavior, so as to prompt through the first identification control that the first attack behavior has triggered or is about to trigger a second hit effect; Each sub-identification in the first identification control is used to prompt a hit target of the first attack behavior, and different expressions of the sub-identification are used to prompt different second hit effects that have been triggered or are about to be triggered.

2. The method according to claim 1, It is characterized in that The second hit effect includes multiple sub-hit effects, each consecutive target hit number triggers a sub-hit effect, and the sub-hit effects triggered by adjacent target hit numbers are different.

3. The method according to claim 2, It is characterized in that All sub-identifiers in the first identifier control have the same presentation form, which is used to prompt that a corresponding sub-hit effect has been triggered. The sub-identifiers in the first identification control have different presentation forms, and are used to prompt that a corresponding sub-hit effect is about to be triggered.

4. The method according to any one of claims 1 to 3, It is characterized in that The expression form includes at least one of the following items: display color, display pattern, display transparency, display shape, and display size.

5. The method according to claim 2, It is characterized in that The method further comprises: In response to triggering the second hit effect, providing a second identification control around the first identification control, In response to the end of the second hit effect, canceling the display of the second identification control, The second identifier is used to prompt that the first attack behavior has triggered the second hit effect, and the presentation form of the second identifier control is the same as the presentation forms of all sub-identifiers when the second hit effect is triggered, and a display parameter is the same.

6. The method according to claim 5, It is characterized in that The method further comprises: In response to triggering the second hit effect, a time progress prompt mark is provided around the first mark control, and the time progress prompt mark is used to prompt the duration of the second hit effect.

7. The method according to claim 6, It is characterized in that At least one of the time progress prompt mark and the second mark control is displayed on the periphery of the first mark control.

8. The method according to claim 1, It is characterized in that The graphical user interface also includes a crosshair, and the first identification control is displayed around the crosshair.

9. The method according to claim 5, It is characterized in that The first identification control includes a first sub-identification and a second sub-identification, The controlling and adjusting the expression form corresponding to at least one sub-identifier in the first identification control based on the number of consecutive hits corresponding to the first attack behavior includes: updating the filling colors of the first sub-identifier and the second sub-identifier according to the number of consecutive hits corresponding to the first attack behavior, Among them, when the target is hit continuously for each time, the first sub-identifier and the second sub-identifier are filled with the same color, and the filling colors corresponding to adjacent target times are different. When the number of consecutive hits does not reach the target number, the first sub-identifier and the second sub-identifier are filled with different colors.

10. The method according to claim 9, It is characterized in that Adjust the presentation of the second identification control in the following ways: When the target is hit consecutively for each number of times, the second identification control is filled with the color of the first sub-identification and the second sub-identification.

11. An information prompting device, It is characterized in that Providing a graphical user interface through a terminal device, the device comprises: A scene display module, which displays at least part of a virtual scene on the graphical user interface, wherein the virtual scene includes a first virtual object controlled by a terminal device; an interactive control module, in response to an attack instruction, controlling the first virtual object to perform a first attack behavior in the virtual scene, wherein the first attack behavior is configured to generate a first hit effect when hitting a target, and trigger a second hit effect each time the target is hit consecutively, wherein the second hit effect is different from the first hit effect; an identification providing module, in response to the first attack behavior hitting a target, providing a first identification control including a sub-identification of the number of target hits on the graphical user interface, and controlling and adjusting a presentation form corresponding to at least one sub-identification in the first identification control based on the number of consecutive hits corresponding to the first attack behavior, so as to prompt, through the first identification control, that the first attack behavior has triggered or is about to trigger a second hit effect; Each sub-identification in the first identification control is used to prompt a hit target of the first attack behavior, and different expressions of the sub-identification are used to prompt different second hit effects that have been triggered or are about to be triggered.

12. An electronic device, It is characterized in that include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of any method as claimed in claims 1 to 10.

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

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