Method and device for displaying information in game, terminal equipment and storage medium
By identifying dangerous points in the shooting game map and playing the associated game video playback, the problem that players cannot obtain dangerous area information in real time is solved, and the game experience and tactical decision-making ability is improved.
Patent Information
- Application Number
- CN202510585126.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-05-07
- Publication Date
- 2025-08-01
AI Technical Summary
Players cannot obtain information about dangerous areas in the game map in real time in shooting games, resulting in a lack of timeliness and targeted decisions, increasing the risk of being eliminated.
By identifying dangerous points in the game map and providing associated game character video playback, players can intuitively understand the specific situation of dangerous points during the game.
It improves players' gaming experience and tactical decision-making capabilities, reduces the risk of being eliminated, and enhances the interactiveness of the game and the efficiency of information acquisition.
Smart Images

Figure CN120393410A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technologies, and in particular, to a method, device, terminal device, and storage medium for information display in a game. Background Art
[0002] In a shooting game, players often plan their movement routes at the beginning of the game. However, inevitably, the movement routes need to pass through some high-risk areas in the game (for example, areas with rich supplies, concentrated player numbers, intense battle situations, etc.). If players rashly enter these areas, they often have a high risk of being eliminated. However, currently, players can only obtain relevant information through off-game guides and other materials and cannot obtain relevant materials in real time during the game. Summary of the Invention
[0003] In view of this, the present disclosure provides a method, device, terminal device, and computer storage medium for information display in a game, which solves the technical problem in the prior art that players cannot obtain information about dangerous areas in the game map in real time during the game. By marking dangerous points in the game map and providing video replays corresponding to the game characters associated with them, players can more intuitively understand the specific situations of the dangerous points, effectively reducing the risk of players being eliminated during the game.
[0004] To achieve the above object, the technical solutions adopted in the embodiments of the present disclosure are as follows: In a first aspect, the present disclosure provides a method for information display in a game. A graphical user interface is provided through a terminal device, and at least a part of the game scene is displayed in the graphical user interface. The method includes: Displaying the game map corresponding to the game scene; Marking at least one dangerous point in the game map according to the historical game data corresponding to the game scene; Responding to a trigger instruction for a target dangerous point among the marked dangerous points, and playing a game video corresponding to the game character associated with the target dangerous point in the game in the graphical user interface.
[0005] In a second aspect, the present disclosure provides a device for information display in a game. A graphical user interface is provided through a terminal device, and at least a part of the game scene is displayed in the graphical user interface. The device includes: A display module, configured to display the game map corresponding to the game scene; A marking module, configured to mark at least one dangerous point in the game map according to the historical game data corresponding to the game scene; A playback module, configured to respond to a trigger instruction for a target dangerous point among the identified dangerous points, and play, in the graphical user interface, a game video corresponding to a game character associated with the target dangerous point in the game.
[0006] In a third aspect, the present invention provides a terminal device, including: a processor, a storage medium, and a bus. The storage medium stores computer-readable instructions executable by the processor. When the terminal device runs, the processor communicates with the storage medium through the bus. The processor executes the machine-readable instructions to perform the steps of the method according to any one of the foregoing embodiments.
[0007] In a fourth aspect, the present invention provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it performs the steps of the method according to any one of the foregoing embodiments.
[0008] The beneficial effects of the present disclosure are as follows: The information display method, device, electronic device, and storage medium in the game provided by the present disclosure propose a technical solution for displaying a game map and identifying dangerous points in the game interface in view of the problem that players in the prior art cannot obtain information about dangerous areas in real time during a game session. This solution identifies dangerous points in the map according to historical game data and plays a game character video associated with the target dangerous point in response to a player's trigger instruction, enabling players to intuitively understand the specific situation of the dangerous points, including possible battle scenarios and the risk of being eliminated. This way not only provides real-time risk warning information but also enhances players' awareness of dangerous areas through death replay videos, effectively helping players plan safer travel routes, reducing the risk of being eliminated during the game, and improving players' gaming experience and skills. BRIEF DESCRIPTION OF THE DRAWINGS
[0009] To more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following will briefly introduce the drawings required for the embodiments. It should be understood that the following drawings only show some embodiments of the present disclosure and should not be regarded as limiting the scope. For those of ordinary skill in the art, other related drawings can be obtained based on these drawings without creative efforts.
[0010] Figure 1 It is an architecture diagram of a cloud interaction system provided by the present disclosure; Figure 2 It is a flowchart of an optional implementation manner of the information display method in the game provided by the present disclosure; Figure 3 It is an operation diagram for selecting position coordinates in the game map provided in an optional implementation manner of the present disclosure; Figure 4 This is a partial enlarged view provided in an optional implementation manner of the present disclosure for magnifying and displaying a local map area in a game map; Figure 5 This is a schematic diagram of a game video playback interface provided in an optional implementation manner of the present disclosure; Figure 6 This is a schematic structural diagram of an information display device in a game provided by the present disclosure; Figure 7 This is a schematic diagram of the hardware architecture of a terminal device provided by the present disclosure. Detailed implementation manners
[0011] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present disclosure. Apparently, the described embodiments are some, but not all, of the embodiments of the present disclosure. Usually, the components of the embodiments of the present disclosure described and illustrated in the accompanying drawings herein can be arranged and designed in various different configurations.
[0012] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed present disclosure, but merely represents selected embodiments of the present disclosure. All other embodiments obtained by those of ordinary skill in the art based on the embodiments in the present disclosure without creative efforts shall fall within the protection scope of the present disclosure.
[0013] It should be noted that: similar reference numerals and letters denote similar items in the following drawings. Therefore, once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings.
[0014] For ease of understanding, the prior art related to the present disclosure will be described in detail first.
[0015] In a shooting game, players often plan their travel routes at the start of the game. However, it is inevitable to pass through some high-risk areas in the game (for example, areas with rich supplies, concentrated player numbers, intense battles, etc.). If a player rashly enters these areas, there is often a high risk of being eliminated. Currently, the common practice for players to obtain information about such dangerous areas is to understand the degree of danger of each area through external game strategy materials, community discussions, or personal experience accumulation. For example, a player may watch game videos of high-level players, read map strategies on forums, or summarize experience after multiple game failures to learn which areas are more dangerous.
[0016] However, this way of obtaining information through off-game strategies has obvious drawbacks: First, players cannot obtain this information in real time during the game, resulting in a lack of timeliness and pertinence in decision-making; Second, the external strategy information may not reflect the actual situation under the current version or specific game mode, reducing its reference value; Third, this method requires players to invest a lot of time in learning and memorizing the distribution of dangerous areas on the map, increasing the learning cost of the game; Finally, for novice players, the lack of intuitive danger prompts will seriously affect the game experience and increase the sense of frustration. From the perspective of user experience, this mechanism forces players to frequently switch their attention inside and outside the game, disrupting the immersion of the game and also increasing the difficulty of getting started.
[0017] In response to the problems in the above-mentioned existing technologies, the present disclosure proposes the following technical concept: By adding a preview function for dangerous areas in the game interface, allowing players to directly select the areas of interest on the map during the game, the system marks the dangerous points in this area and divides the risk levels according to historical game data, and provides death replay videos of relevant points for players to refer to. This technical means visually presents historical game data to players and supports players to share the marked dangerous points with their teammates, realizing information collaboration among the team. In this way, players can obtain risk information of key areas without leaving the game and make more reasonable tactical decisions based on real historical data, thereby reducing the game difficulty and enhancing the game experience.
[0018] Based on the above content, the following will introduce the specific content of each technical solution provided by the present disclosure in detail one by one.
[0019] First, the present disclosure provides a method for displaying information in a game.
[0020] In an optional implementation, the method for displaying information in a game provided by the present disclosure can run on a terminal device and / or a server.
[0021] Among them, when the method for displaying information in a game runs on the server, this method can be implemented and executed based on a cloud interaction system. Please refer to Figure 1 , which is an architecture diagram of a cloud interaction system provided by the present disclosure. As shown in the figure, the cloud interaction system can include: a client device 10 and a server 20, where the client device 10 can be connected to the server 20 through a network 30.
[0022] In an optional embodiment, various cloud applications, such as cloud gaming, can be run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the operating body of the game program and the main body presenting the game screen are separated. The storage and operation of the game character transmission method are completed on the cloud gaming server. The client device 10 is used to receive and send data and present the game screen. For example, the client device 10 can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, PDA, etc.; however, the terminal device performing information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device 10 to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device 10 via the network. Finally, the client device 10 decodes and outputs the game screen.
[0023] In particular, when the information display method in the game is run on a terminal device, in an optional embodiment, the terminal device can be a local terminal device. Taking a game as an example, the terminal device stores the game program and is used to present the 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 and run by an electronic device in a conventional manner. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0024] The above describes the hardware environment required for the present disclosure. Based on the above hardware environment, the following describes in detail various embodiments of the method for displaying information in a game provided by the present disclosure, taking a terminal device as an example of the execution subject.
[0025] Please refer to Figure 1 , which is a flow chart of an optional implementation of the information display method in the game provided by the present disclosure. As shown in the figure, the present disclosure provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene. The information display method in the game includes the following steps: Step S1, displaying the game map corresponding to the game scene; Step S2, identifying at least one dangerous point in the game map based on historical game data corresponding to the game scene; Step S3: In response to a trigger instruction for a target dangerous point among the identified dangerous points, play a game video corresponding to the game character associated with the target dangerous point in the graphical user interface.
[0026] Through the above steps, the information display method in the game provided by the present disclosure enables players to intuitively understand the distribution of dangerous areas in the game map, and deeply understand the specific conditions of dangerous points by watching relevant videos, thereby helping players make more reasonable game decisions. This not only improves the players' gaming experience, enhances the interactivity of the game, but also reduces the learning difficulty of novice players, and at the same time solves the technical problem of inconvenient information acquisition in traditional games.
[0027] The following is a specific description of the above steps: Step S1: Display the game map corresponding to the game scene; Among them, the game scene is the virtual environment where the player is located in the game.
[0028] In an optional implementation manner, the game scene can be a battle scene in a shooting game, including various environmental elements such as buildings, terrain, and vegetation. For example, in a certain large-scale multiplayer online shooting game, the game scene can be an open-world scene containing various terrains such as towns, mountains, rivers, and forests.
[0029] In an optional implementation manner, the game scene can be a specific area set according to different game modes. For example, in the "Team Deathmatch" mode, the game scene may be a closed urban block; while in the "Battle Royale" mode, the game scene may be a large island map that gradually shrinks.
[0030] In an optional implementation manner, the game scene can change dynamically according to the game process. For example, in some shooting games, the game scene will change over time or be triggered by specific events, such as the shrinking of the safe area, the destruction of buildings, or the change of weather conditions.
[0031] In an optional implementation manner, the game map includes multiple map areas. After the step of displaying the game map corresponding to the game scene, the method further includes: in response to a selection instruction for a target map area in the game map, display a locally enlarged map corresponding to the target map area; and in response to a map area switching instruction, switch to display locally enlarged maps corresponding to different map areas. Among them, area selection controls can be set in the game map, and in response to a first trigger operation acting on the area selection control, generate the above selection instruction for the target map area in the game map.
[0032] Among them, the game map is a two-dimensional or planar representation of the game scene.
[0033] In an alternative embodiment, the game map can be a mini - map displayed in a corner of the game interface, used to provide an overview of the player's current position and the surrounding environment. For example, a thumbnail version of the map is displayed in the upper - right corner of the game interface, indicating the player's current position, the positions of teammates, and important landmarks.
[0034] In an alternative embodiment, the game map can be a full - screen map that is called up by a specific button or operation, providing a complete view of the entire game scene. For example, after the player presses the "M" key, a detailed map that covers most of the interface will pop up on the screen, showing the layout of the entire game area.
[0035] In an alternative embodiment, the game map can have different display modes or zoom levels. For example, the player can view the internal structure of a building in the tactical map mode, or view the terrain height differences in the satellite map mode, and can perform zoom operations on the map through gestures or buttons.
[0036] In a specific example, when the player participates in the "Battle Royale" mode of a certain large - scale shooting game, a small map is automatically displayed in the upper - right corner of the game interface, indicating the player's current position, the positions of teammates, the range of the safe area, and the positions of important landmarks. The player can also click on the small map or press a specified button to enlarge the small map to a full - screen map to obtain more detailed geographical information for formulating action strategies.
[0037] Through the above steps, the present disclosure displays the game map corresponding to the game scene in the game interface, providing a basis for subsequent identification of dangerous points. The player can obtain their own position and surrounding environment information by viewing the game map, which helps them to position and navigate in the complex game scene.
[0038] Step S2: Identify at least one dangerous point in the game map according to the historical game data corresponding to the game scene; Among them, the historical game data is the data of the behavior and results of the player character in the game scene collected by the game system. Among them, the player character includes the controlled character controlled by the terminal device and / or all characters in the game.
[0039] In an alternative embodiment, the historical game data can include the eliminated data of the controlled character at specific positions in the game scene. For example, the game system records and counts the character elimination events that occur in each scene area of the game scene corresponding to different game maps of the controlled character, including the eliminated coordinates, the eliminated time, the reason for elimination, etc.
[0040] In an optional implementation, the historical game data may include the elimination data of all characters in the game at specific positions in the game scene. For example, the game system records and counts the character elimination events that occur in each scene area of the game scenes corresponding to different game maps in the game, including the elimination coordinates, elimination time, elimination reason, etc.
[0041] In an optional implementation, the historical game data can be statistically analyzed according to different time periods. For example, the historical game data can be the game round data statistically analyzed by the game system at different time periods, such as the game system comprehensively analyzes the game round data in the game scenes corresponding to each game map in the game within the most recent 24 hours to obtain the historical game data, or after a specific game version update, the game system comprehensively analyzes the game round data in the game scenes corresponding to each game map after the version update to obtain the historical game data, so as to reflect the latest game situation.
[0042] In an optional implementation, the game map can be divided into multiple map areas, where different map areas are matched with different scene areas. The above-mentioned historical game data can be statistically obtained based on each of the multiple map areas respectively. Specifically, according to the character elimination events that occur in each scene area of the game scene, information such as the number of eliminated characters, the position coordinates of the eliminated characters, the elimination time of the eliminated characters, and the elimination reason of the eliminated characters in each scene area can be statistically analyzed as the historical game data that matches the map area corresponding to each scene area.
[0043] In an optional implementation, the game map corresponding to the game scene can be provided in the graphical user interface. The game map includes multiple map areas. The player can click on any position coordinate in the displayed game map, and then determine the target map area by selecting from the multiple map areas provided by the game map according to the selected arbitrary position coordinate. Then, at least one dangerous point corresponding to the target scene area is displayed in the graphical user interface. Among them, the target map area corresponds to the target scene area.
[0044] Please refer to Figure 3, which shows a schematic diagram of the operation of selecting position coordinates in a game map in one implementation. As shown in the figure, the graphical user interface provides a game map corresponding to the game scene. The game map includes multiple map areas, and a "dangerous point" control is provided in the lower right corner of the game map. When the player clicks the "dangerous point" control to trigger the state of the position coordinates to be selected corresponding to the game map, a prompt of "click to select the warning coordinate" is displayed. When the player clicks on a certain position coordinate in the game map with a finger, the map area finally selected by the player on the game map can be determined according to the map area attribution of the selected position coordinate. For example, when the game map includes five major map areas A, B, C, D, and E, the player can click on the B position coordinate point in map area A to take map area A as the finally determined selected map area, thereby triggering the local map area corresponding to map area A to be enlarged and displayed in the graphical user interface, that is, displaying the local enlarged view corresponding to map area A. For example, Figure 4 shows the local enlarged view corresponding to map area A displayed after the player selects map area A in the game map.
[0045] In an optional implementation, after the local enlarged map corresponding to the target scene area is displayed in the graphical user interface, at least one dangerous point can be marked in the displayed local enlarged map based on the historical game data corresponding to the target scene area. For example, in Figure 4 , it shows that there are 5 dangerous points in scene area A corresponding to map area A, and the distribution positions of each dangerous point in scene area A are different. The player can arbitrarily select the dangerous points they want to pay attention to.
[0046] Among them, the dangerous point is a specific scene area with a relatively high risk in the game scene.
[0047] In an optional implementation, when the historical game data is the elimination data of the controlled character at a specific position in the game scene, the dangerous point can be determined based on the elimination density of the controlled character. For example, the game system analyzes the spatial distribution of the elimination events of the controlled character in the game scene and marks the scene area with dense elimination events as the dangerous point.
[0048] In an optional implementation, when the historical game data is the elimination data of all characters in the game at a specific position in the game scene, the dangerous point can be determined based on the elimination density of all characters. For example, the game system analyzes the spatial distribution of the elimination events of all characters in the game scene and marks the scene area with dense elimination events as the dangerous point.
[0049] In an alternative embodiment, the way to identify at least one dangerous point in the game map may be to display a point identifier corresponding to at least one dangerous point in the game map. Among them, when the displayed game map is a partial enlarged map as shown in Figure 3 , it may be to display a point identifier corresponding to at least one dangerous point in the displayed partial enlarged map. Among them, the display mode of the point identifier is associated with the danger index of its corresponding dangerous point, and the danger index can be determined based on the above historical game data.
[0050] In an alternative embodiment, the danger index can be determined based on the number of eliminated characters in each scene area of the game scene statistically in the above historical game data. For example, when the number of historically eliminated characters in the first scene area of the game scene exceeds 100, it is determined that the danger index corresponding to the first scene area is high; when the number of historically eliminated characters in the second scene area of the game scene is in the interval value of [50, 100], it is determined that the danger index corresponding to the second scene area is medium; when the number of historically eliminated characters in the third scene area of the game scene is in the interval value of [10, 50], it is determined that the danger index corresponding to the third scene area is low, and so on.
[0051] It should be noted that when the historical game data is the historical game data of the controlled character itself, the danger index can be determined based on the number of times the controlled character is eliminated in each scene area of the game scene statistically in the above historical game data. For example, when the controlled character is eliminated 10 times in the first scene area of the game scene, it is determined that the danger index corresponding to the first scene area is high; when the controlled character is eliminated 6 times in the second scene area of the game scene, it is determined that the danger index corresponding to the second scene area is medium; when the controlled character is eliminated 3 times in the third scene area of the game scene, it is determined that the danger index corresponding to the first scene area is low.
[0052] In an alternative embodiment, the danger index can be determined based on the quantity ratio between the eliminated characters and the passing characters in each scene area of the game scene statistically in the above historical game data. For example, when the ratio of historically eliminated characters to historically passing characters in the first scene area of the game scene is between 60% - 80%, it can be determined that the danger index corresponding to the first scene area is high; when the ratio of historically eliminated characters to historically passing characters in the second scene area of the game scene is between 40% - 60%, it can be determined that the danger index corresponding to the second scene area is medium; when the ratio of historically eliminated characters to historically passing characters in the third scene area of the game scene is between 20% - 40%, it can be determined that the danger index corresponding to the third scene area is low, and so on.
[0053] It should be noted that when the historical game data is the historical game data of the controlled character itself, the danger index can be determined based on the ratio of the number of times the controlled character is eliminated to the number of times it passes through in each scene area of the game scene in the above historical game data. For example, when the ratio of the number of times the controlled character is eliminated to the number of times it passes through in the first scene area of the game scene reaches 4 / 5, it is determined that the danger index corresponding to the first scene area is high; when the ratio of the number of times the controlled character is eliminated to the number of times it passes through in the second scene area of the game scene reaches 3 / 5, it is determined that the danger index corresponding to the second scene area is medium; when the ratio of the number of times the controlled character is eliminated to the number of times it passes through in the third scene area of the game scene reaches 1 / 5, it is determined that the danger index corresponding to the third scene area is low.
[0054] In an optional implementation, different display methods can be set for the point identifier corresponding to the dangerous point, and the danger index of the corresponding dangerous point is prompted through the set different display methods. Among them, the danger index corresponds one-to-one with the display method. For example, when the dangerous point has a high danger index, the corresponding point identifier is set to be displayed in a first display method; when the dangerous point has a medium danger index, the corresponding point identifier is set to be displayed in a second display method; when the dangerous point has a low danger index, the corresponding point identifier is set to be displayed in a third display method.
[0055] In an optional implementation, different display colors or display icons can be used to represent the different display methods corresponding to the point identifier. For example, the point identifier corresponding to the high danger index is set to a first color (such as red), the point identifier corresponding to the medium danger index is set to a second color (such as yellow), the point identifier corresponding to the low danger index is set to a third color (such as green), etc., to visually display the difference in the risk level.
[0056] In a specific example, the game system can analyze the data of the game characters being eliminated in the past 1000 game matches, and mark the dangerous points with different danger indexes on the game map (or in the locally enlarged map) in the form of a heat map - the red area represents the extremely high danger index area where the player elimination rate exceeds 60%, the yellow area represents the medium danger index area where the elimination rate is between 40% - 60%, and the green area represents the low danger index area where the elimination rate is between 20% - 40%.
[0057] Through the above steps, the present disclosure marks the dangerous points on the game map (or in the locally enlarged map) according to the collected historical game data, and visually shows the high-risk areas in the game scene to the players.
[0058] Step S3, in response to a trigger instruction for a target dangerous point among the identified dangerous points, play a game video corresponding to the game character associated with the target dangerous point in the graphical user interface; Among them, the target dangerous point is a specific dangerous point that is particularly concerned and triggered by the player among multiple dangerous points identified in the game map.
[0059] In an optional implementation manner, the target dangerous point can be a specific dangerous point selected by the player through clicking, touching or other means. For example, when the player Figure 4 on the locally enlarged game map as shown, clicks on a high-risk point displayed in red, this point is determined as the target dangerous point.
[0060] In an optional implementation manner, the target dangerous point can be a dangerous point automatically recommended by the system according to the current game state of the controlled character. For example, when the movement route of the controlled character is about to pass through a certain high-risk area, the system can automatically mark the dangerous points in this area as target dangerous points and prompt the player to view relevant information.
[0061] In an optional implementation manner, the target dangerous point can be a dangerous point shared and marked by teammates. For example, when a teammate marks and shares a dangerous point A in the locally enlarged view as shown in Figure 4 the terminal devices of other team members can receive the shared dangerous point A and prompt the dangerous point A on the screen or mark the dangerous point A in the locally enlarged view of other team members.
[0062] Among them, the trigger instruction is an operation command executed by the player to view the game video associated with the target dangerous point.
[0063] In an optional implementation manner, the trigger instruction can be triggered through a specific operation control. Specifically, when presenting at least one dangerous point in the game map or a locally enlarged view of the map area, video play controls corresponding to each dangerous point can be associated and displayed at each dangerous point. For example, in Figure 4 , the locally enlarged view of map area A shows 5 dangerous points included in scene area A. Among them, video play controls matching each dangerous point are provided on the periphery of the corresponding point identifier of each dangerous point. When the player performs a second trigger operation on the video play control associated with any one of the 5 dangerous points, a play instruction for the game video associated with this dangerous point can be triggered. That is, in order for the player to view the game video associated with the target dangerous point, the player can perform a second trigger operation (such as a click play operation) on the video play control associated with the target dangerous point to trigger an operation instruction to play the relevant game video.
[0064] In an alternative embodiment, the trigger instruction can also be a specific gesture operation instruction of the player. For example, the player can perform gestures such as double-clicking, long-pressing, or swiping on the selected target dangerous point to trigger the playback of relevant videos.
[0065] In an alternative embodiment, the trigger instruction can be an instruction issued through a voice command. For example, after the player selects the target dangerous point, the player can trigger an instruction to play relevant videos through voice commands such as "play video", "view death replay", etc.
[0066] Among them, the game characters associated with the target dangerous point include: game characters that have been eliminated in the target scene area; the game videos corresponding to the game characters include: replay videos associated with the game characters eliminated in the target scene area.
[0067] In an alternative embodiment, the associated game characters include at least one of the following: (1) Game characters that have been recently eliminated in the target scene area; for example, game characters that have been eliminated in the target scene area within the past 24 hours.
[0068] (2) Among the game characters eliminated in the target scene area, game characters with a preset popularity for their game videos.
[0069] It can be understood that the game videos of game characters (for example, death replay videos) can be viewed by other game players, and the game videos being viewed can be evaluated during the viewing process. The evaluation methods include liking, commenting, coin - tossing, etc. Among them, the higher the number of likes, comments, or views, the higher the popularity of the game video. When the popularity of the game video reaches a preset popularity value determined based on the number of likes, comments, or views, the game video can be preferentially recommended for playback. For example, the associated game characters can be the game characters with the highest number of likes, comments, or popularity in the videos of being eliminated at this point. For example, the game system can provide a leaderboard of death videos and determine the game character death video with the highest popularity based on community feedback, etc.
[0070] (3) Among the game characters eliminated in the target scene area, game characters whose combat attributes match those of the controlled character, where the combat attributes include combat style and / or game record.
[0071] It can be understood that different game players have different combat styles when playing games. For example, some players like to fight head-on, some players like to avoid battles by detouring, some players like to develop secretly, and some players like to ambush and sneak attack, etc. In addition, the game records that players with different game levels can achieve are often different. For example, the game ranks of high-level players are generally diamond level and king level, the game ranks of medium-level players are generally platinum level and gold level, and the game ranks of low-level players are generally bronze level and silver level, etc. Therefore, game videos corresponding to characters with a high degree of match with the combat attributes of the controlled character can be selected from the game characters eliminated in the target scene area and played, providing players with more strategically referential demonstration videos. For example, if the current player is a sniper type, the game system will preferentially display other player characters eliminated at this point using sniper weapons as associated game characters.
[0072] Among them, the game video corresponding to the game character is video content that records the activities, interactions, and elimination process of the game character near the target dangerous point.
[0073] In an optional implementation manner, the above game video can be a death replay video, which records the complete process of the game character being killed or eliminated. For example, the video can include the whole process of the game character entering the dangerous area, encountering enemies, engaging in combat, and finally being eliminated, helping players understand the risk factors in this area.
[0074] In an optional implementation manner, the game video can be a first-person perspective video, showing the subjective perspective of the eliminated player. For example, the video can show what the eliminated player sees and hears at the dangerous point, including information such as their field of vision, the timing of discovering the enemy, and the angle of being attacked.
[0075] In an optional implementation manner, the game video can be a comprehensive video containing multiple angles, providing more comprehensive information. For example, the video can simultaneously show the first-person perspective of the eliminated player and the third-person perspective of the killer, and even include a tactical perspective from an aerial view, helping players comprehensively analyze the dangerous situation.
[0076] In an optional implementation manner, the playing method of the game video can be to play the video without affecting the main game screen. Specifically, the game video can be played in a picture-in-picture mode in the graphical user interface. For example, it can be played in a small window at a corner of the game interface, and players can watch the video content while continuing to play the game.
[0077] Please refer to Figure 5 , which shows a schematic diagram of a game video playing interface provided by the present disclosure. As Figure 5 shown, when the player clicks through Figure 4After the video playback control associated with the medium-risk point A, a game video playback interface as shown in Figure 5 is provided on the terminal device. First, multiple player avatars corresponding to game players are displayed on the left side of the interface. The multiple game players are the game players who were eliminated at this risk point screened according to the above historical game data. In the interface, the player avatars can be arranged in an orderly manner according to sorting rules such as from the highest to the lowest game video popularity, or according to the time proximity of the generated game videos, etc., so that when the user of the terminal device watches the game video, they can switch and play the game videos corresponding to different game players by clicking on the displayed player avatars. For example, switch the death replay video of player B at risk point A that is currently being played to the death replay video of player C at risk point A, etc. Secondly, in the middle of the interface is the playback window corresponding to the game video, which is mainly used to play the game video corresponding to the currently selected game player. For example, the death replay video of player B at risk point A. In addition, during the playback of the game video, a point sharing control is also provided on the right side of the interface. The point sharing control is used to mark and share the current risk point. For example, when the user of the terminal device is watching the death replay video of the historically eliminated players at risk point A at risk point A and finds that the number of killed players at risk point A is very large and the risk is very high and needs to be focused on, they can perform a third trigger operation on the point sharing control provided on the screen (for example, Figure 5 the "Dangerous Coordinate Mark" control shown in) to generate point information for risk point A and send it to the terminal device corresponding to the first character in the same game camp as the controlled character (for example, other teammates in the team) to attract the attention of the first character to this risk point A.
[0078] In one implementation, when the terminal device corresponding to the first character receives the risk point A shared by the user of the terminal device, it can give a special reminder of the risk point A on the terminal screen / game map of the first character. For example, display the point identifier of the risk point A in a special display manner, or give a warning through a quick message such as voice or text, etc.
[0079] In one implementation, after the terminal device shares the point information corresponding to the target dangerous point with the terminal device corresponding to the first role, when the first role approaches the target scene area corresponding to the target dangerous point, the target point identifier corresponding to the target dangerous point can be displayed on the terminal device corresponding to the first role. At this time, if the sight corresponding to the first role coincides with at least a part of the target point identifier, the target game video can be triggered to be played on the terminal device corresponding to the first role. The target game video includes at least one of the following: the game video corresponding to the game character associated with the target dangerous point; or the game video being played on the terminal device corresponding to the controlled character when the controlled character's player performs point sharing (i.e., when the third trigger operation is triggered); or the game video that has been played on the terminal device corresponding to the controlled character when the controlled character's player performs point sharing (i.e., when the third trigger operation is triggered), and so on.
[0080] Through the above steps, the present disclosure can provide intuitive dangerous point information and related video materials for players when they explore the game map. When a player is interested in a certain dangerous point and triggers a viewing instruction, the system will immediately respond and play the relevant death replay video, enabling the player to intuitively understand the specific dangerous situation at that point. This method not only provides static danger markings but also shows the actual scene and process of the danger occurrence through dynamic video content, helping players better understand the source of the danger and possible coping strategies.
[0081] The following will give an example of the application of the above steps of the present disclosure in a specific game as follows: In a multiplayer online shooting game, players need to survive and defeat other players in a vast open-world map. At the beginning of the game, the player has just landed in the northwest corner of the map and needs to move towards the safe area in the center of the map.
[0082] First, the player opens the mini-map in the game interface, which shows an overview of the entire game scene. The mini-map clearly shows the terrain, buildings, and important locations, helping the player plan the movement route. When viewing the mini-map, the player notices that the system has marked multiple dangerous points on the mini-map based on historical game data. These dangerous points are marked in red, yellow, and green according to the risk level. Among them, the high-rise building area in the city center and the bridge connecting the east and west areas are marked as high-risk red areas, indicating that there are a large number of historical records of players being eliminated at these locations.
[0083] The player discovers a large bridge marked in red on the route they had planned to pass through. To understand the specific dangers in the area, the player clicks on the red danger point marker on the bridge. The system immediately plays a death replay video on the interface, showing how another player was simultaneously shot by snipers lying in ambush at both ends of the bridge and eliminated while attempting to cross the bridge. In the video, the player entered from the west end of the bridge and was sniped from the top of the building on the east side just as they reached the middle of the bridge. When he tried to find cover, he was shot from behind by another player in the bushes on the west side of the bridge. The video clearly shows the positions of the snipers and the angles of attack, and at the same time marks the exact positions of the attackers on the mini-map. By watching this video, the player realizes that the bridge is a typical double-sniper ambush point, and it is easy for players to be targeted by snipers on both sides on the unprotected bridge surface. Based on this information, the player decides to abandon the plan to cross the bridge and instead chooses to wade across the shallows on the south side of the river, avoiding this high-risk area.
[0084] During the game, the player's teammate shared a danger point marked in yellow - an abandoned factory. After the player aimed the crosshair at this point, the system showed a video of a fierce gunfight among multiple players inside the factory due to the scramble for supplies. From the video, the player found that the main danger in the factory came from its complex internal structure and multiple entrances, making it easy for players to be attacked from multiple directions. With this information, the player decided to adopt a more cautious strategy: he chose to enter from the back door of the factory, avoided the main firefight areas shown in the video, successfully obtained supplies and left safely.
[0085] In subsequent games, the player continuously uses the danger point information and related videos to plan routes, avoid dangers and formulate tactics, greatly improving the survival rate and gaming experience. At the same time, when he is ambushed and eliminated at a certain position, his death replay is also added to the historical data at that position for other players to refer to.
[0086] Through this information display method, the game not only improves the players' tactical awareness and decision-making abilities, but also increases the strategic depth and community interactivity of the game, enabling players to learn from the experiences of other players and continuously improve their gaming skills.
[0087] Secondly, the present disclosure also provides an information display device in a game.
[0088] As Figure 6 shown, it is a schematic structural diagram of the information display device in a game described in the present disclosure.
[0089] In an alternative implementation, a graphical user interface is provided by a terminal device, and at least a part of a game scene is displayed in the graphical user interface. The information display device 100 in the game may include: a display module 101, an identification module 102, and a playback module 103; where: The display module 101 is configured to display a game map corresponding to the game scene; The identification module 102 is configured to identify at least one dangerous point in the game map according to historical game data corresponding to the game scene; The playback module 103 is configured to, in response to a trigger instruction for a target dangerous point among the identified dangerous points, play a game video corresponding to a game character associated with the target dangerous point in the graphical user interface.
[0090] Optionally, the game map includes multiple map areas. After displaying the game map corresponding to the game scene, the identification module 102 is further configured to: In response to a selection instruction for a target map area in the game map, display a locally enlarged map corresponding to the target map area.
[0091] Optionally, an area selection control is provided in the game map. The identification module 102 is further configured to: In response to a first trigger operation on the area selection control, generate a selection instruction for a target map area in the game map.
[0092] Optionally, the identification module 102 is further configured to: Determine a target scene area corresponding to the target map area; According to the historical game data corresponding to the target scene area, identify at least one dangerous point in the locally enlarged map.
[0093] Optionally, the identification module 102 is further configured to: Display a point identifier corresponding to at least one dangerous point in the locally enlarged map, where the display mode of the point identifier is associated with the danger index of its corresponding dangerous point.
[0094] Optionally, the danger index is determined based on the number of players eliminated in the target scene area in the historical game data, or the danger index is determined based on the ratio of the number of players eliminated in the target scene area in the historical game data to the number of players passing through the target scene area in the historical game data.
[0095] Optionally, the display mode of the point identifier includes the display color corresponding to the point identifier. The identification module 102 is further configured to: According to the danger index of the dangerous point, determine the display color of the point identifier, and control the display of the point identifier corresponding to the dangerous point in the display color; Among them, when the danger index is a high danger index, the display color is determined to be the first color; when the danger index is a medium danger index, the display color is determined to be the second color; when the danger index is a low danger index, the display color is determined to be the third color.
[0096] Optionally, the playback module 103 is further configured to: Associate and display a video playback control at at least one dangerous point in the locally enlarged map; In response to a second trigger operation on the video playback control associated with the target dangerous point, trigger the generation of a trigger instruction for the target dangerous point.
[0097] Optionally, the game characters associated with the target dangerous point include: game characters eliminated in the target scene area; The game video includes: a playback video associated with the game characters eliminated in the target scene area.
[0098] Optionally, the game characters eliminated in the target scene area include at least one of the following: Game characters recently eliminated in the target scene area; Among the game characters eliminated in the target scene area, game characters with a preset popularity for the game video; wherein, the preset popularity is determined based on the number of likes, comments, or views of the game video; Among the game characters eliminated in the target scene area, game characters whose combat attributes match those of the controlled character, where the controlled character is a game character controlled by a terminal device, and the combat attributes include combat style and / or game record.
[0099] Optionally, the game scene further includes a first character in the same game camp as the controlled character, and the playback module 103 is further configured to: During the playback of the game video, display a sharing control in the graphical user interface; In response to a third trigger operation on the sharing control, generate the point information of the target dangerous point and send it to the terminal device corresponding to the first character to prompt the target dangerous point in the terminal device corresponding to the first character.
[0100] Optionally, the playback module 103 is further configured to: Display the point prompt information corresponding to the target dangerous point on the terminal device corresponding to the first character; or when the first character approaches the target scene area, display the target point identifier corresponding to the target dangerous point on the terminal device corresponding to the first character.
[0101] Optionally, the terminal device corresponding to the first character further includes a crosshair, and the playback module 103 is further configured to: In response to at least partial coincidence between the aiming reticle and the target position identifier, play a target game video on the terminal device corresponding to the first character.
[0102] Optionally, the target game video includes at least one of the following: A game video corresponding to a game character associated with a target dangerous position; When a third trigger operation is triggered, the game video being played on the terminal device; When a third trigger operation is triggered, the game video that has been played on the terminal device.
[0103] It should be noted that the above is only a brief description of the information display device 100 in the game provided by the present disclosure. The process steps and / or functions implemented when the information display device 100 in the game provided by the present disclosure operates are generally consistent with the step processes and / or functions implemented in each embodiment of the game information display method provided by the previous disclosure. Therefore, details are not described here again.
[0104] Through the above introduction, the display device of the game information provided by the present disclosure enables players to intuitively understand the distribution of dangerous areas in the game map, and to deeply understand the specific situation of dangerous positions by watching relevant videos, thereby helping players make more reasonable game decisions. This not only improves the game experience of players, enhances the interactivity of the game, but also reduces the learning difficulty of novice players, and at the same time solves the technical problem of inconvenient information acquisition in traditional games.
[0105] Then, the present disclosure also provides a terminal device.
[0106] As Figure 7 shown, it is a schematic diagram of the hardware architecture of the terminal device provided by the present disclosure.
[0107] In an optional implementation, the terminal device 200 includes: a memory 201 and a processor 202; optionally, the memory 201 can be either independent or integrated with the processor 202. When the memory 201 is independently set, the terminal device 200 in the game further includes a bus 203 for connecting the memory 201 and the processor 202. Among them: The memory 201 is used to store computer execution instructions.
[0108] The processor 202 is used to execute the computer execution instructions stored in the memory 201 and at least implement the following steps: Display the game map corresponding to the game scene; According to the historical game data corresponding to the game scene, identify at least one dangerous position in the game map; In response to a trigger instruction for a target dangerous point among the identified dangerous points, play a game video corresponding to the game character associated with the target dangerous point in the graphical user interface.
[0109] Optionally, the game map includes multiple map areas. After the step of displaying the game map corresponding to the game scene, when the processor 202 executes the computer-executable instructions, it is further configured to implement the following steps: In response to a selection instruction for a target map area in the game map, display a locally enlarged map corresponding to the target map area.
[0110] Optionally, an area selection control is set in the game map. When the processor 202 executes the computer-executable instructions, it is further configured to implement the following steps: In response to a first trigger operation on the area selection control, generate a selection instruction for a target map area in the game map.
[0111] Optionally, based on the historical game data corresponding to the game scene, identify at least one dangerous point in the game map, including: Determine a target scene area corresponding to the target map area; Based on the historical game data corresponding to the target scene area, identify at least one dangerous point in the locally enlarged map.
[0112] Optionally, the step of identifying at least one dangerous point in the locally enlarged map includes: Display a point identifier corresponding to at least one dangerous point in the locally enlarged map, wherein the display mode of the point identifier is associated with the danger index of the corresponding dangerous point.
[0113] Optionally, the danger index is determined based on the number of players eliminated in the target scene area in the historical game data, or the danger index is determined based on the ratio of the number of players eliminated in the target scene area in the historical game data to the number of players passing through the target scene area in the historical game data.
[0114] Optionally, the display mode of the point identifier includes the display color corresponding to the point identifier. When the processor 202 executes the computer-executable instructions, it is further configured to implement the following steps: Based on the danger index of the dangerous point, determine the display color of the point identifier, and control to display the point identifier corresponding to the dangerous point in the display color; Wherein, when the danger index is a high danger index, determine the display color as the first color; when the danger index is a medium danger index, determine the display color as the second color; when the danger index is a low danger index, determine the display color as the third color.
[0115] Optionally, when the processor 202 executes computer-executable instructions, it is further configured to implement the following steps: Associate and display a video playback control at at least one dangerous point in the locally enlarged map; In response to a second trigger operation on the video playback control associated with the target dangerous point, trigger the generation of a trigger instruction for the target dangerous point.
[0116] Optionally, the game characters associated with the target dangerous point include: game characters eliminated in the target scene area; The game video includes: a playback video associated with the game character eliminated in the target scene area.
[0117] Optionally, the game characters eliminated in the target scene area include at least one of the following: Game characters recently eliminated in the target scene area; Among the game characters eliminated in the target scene area, game characters with a preset popularity for the game video; wherein, the preset popularity is determined based on the number of likes, comments, or views of the game video; Among the game characters eliminated in the target scene area, game characters whose combat attributes match those of the controlled character, where the controlled character is a game character controlled through a terminal device, and the combat attributes include combat style and / or game record.
[0118] Optionally, the game scene further includes a first character in the same game camp as the controlled character. When the processor 202 executes computer-executable instructions, it is further configured to implement the following steps: During the playback of the game video, display a sharing control in the graphical user interface; In response to a third trigger operation on the sharing control, generate location information for the target dangerous point and send it to the terminal device corresponding to the first character to prompt the target dangerous point in the terminal device corresponding to the first character.
[0119] Optionally, the step of prompting the target dangerous point in the terminal device corresponding to the first character includes: Display location prompt information corresponding to the target dangerous point in the terminal device corresponding to the first character; or When the first character approaches the target scene area, display a target location identifier corresponding to the target dangerous point in the terminal device corresponding to the first character.
[0120] Optionally, the terminal device corresponding to the first character further includes a crosshair. After the step of displaying the target location identifier corresponding to the target dangerous point in the terminal device corresponding to the first character, when the processor 202 executes computer-executable instructions, it is further configured to implement the following steps: In response to the aiming reticle at least partially overlapping with the target position identifier, play a target game video on the terminal device corresponding to the first character.
[0121] Optionally, the target game video includes at least one of the following: A game video corresponding to a game character associated with the target dangerous position; When the third trigger operation is triggered, the game video being played on the terminal device; When the third trigger operation is triggered, the game video that has been played on the terminal device. Optionally, It should be noted that the above is only a brief description of the terminal device 200 provided by the present disclosure. The process steps and / or functions implemented when the terminal device 200 provided by the present disclosure operates are generally consistent with the step processes and / or functions implemented in each of the embodiments of the information display method in the game provided in the previous text disclosure. Therefore, details are not described herein again.
[0122] Through the above introduction, the terminal device provided by the present disclosure enables players to intuitively understand the distribution of dangerous areas in the game map and deeply understand the specific conditions of dangerous positions by watching relevant videos, thereby helping players make more reasonable game decisions. This not only improves the game experience of players, enhances the interactivity of the game, but also reduces the learning difficulty of novice players, and at the same time solves the technical problem of inconvenient information acquisition in traditional games.
[0123] Finally, the present disclosure also provides a computer-readable storage medium.
[0124] In an optional implementation manner, computer-executable instructions are stored in the computer-readable storage medium. When the processor executes the computer-executable instructions, at least the following steps are implemented: Display a game map corresponding to the game scene; According to the historical game data corresponding to the game scene, identify at least one dangerous position in the game map; In response to a trigger instruction for a target dangerous position among the identified dangerous positions, play a game video corresponding to the game character associated with the target dangerous position in the game in the graphical user interface.
[0125] Optionally, the game map includes multiple map areas. After the step of displaying the game map corresponding to the game scene, when the processor executes the computer-executable instructions, it is further used to implement the following steps: In response to a selection instruction for a target map area in the game map, display a locally enlarged map corresponding to the target map area.
[0126] Optionally, an area selection control is set in the game map. When the processor executes the computer-executable instructions, it is further used to implement the following steps: In response to a first triggering operation acting on a region selection control, generate a selection instruction for a target map region in the game map.
[0127] Optionally, based on historical game data corresponding to the game scenario, identify at least one dangerous point in the game map, including: Determine a target scenario region corresponding to the target map region; Based on the historical game data corresponding to the target scenario region, identify at least one dangerous point in the partially enlarged map.
[0128] Optionally, the step of identifying at least one dangerous point in the partially enlarged map includes: Display point markers corresponding to at least one dangerous point in the partially enlarged map, where the display mode of the point marker is associated with the danger index of its corresponding dangerous point.
[0129] Optionally, the danger index is determined based on the number of players eliminated in the target scenario region in the historical game data, or the danger index is determined based on the ratio of the number of players eliminated in the target scenario region in the historical game data to the number of players passing through the target scenario region in the historical game data.
[0130] Optionally, the display mode of the point marker includes the display color corresponding to the point marker. When the processor executes the computer execution instruction, it is also used to implement the following steps: Based on the danger index of the dangerous point, determine the display color of the point marker, and control to display the point marker corresponding to the dangerous point in the display color; Wherein, when the danger index is a high danger index, determine the display color as the first color; when the danger index is a medium danger index, determine the display color as the second color; when the danger index is a low danger index, determine the display color as the third color.
[0131] Optionally, when the processor executes the computer execution instruction, it is also used to implement the following steps: Associate and display a video playback control at at least one dangerous point in the partially enlarged map; In response to a second triggering operation acting on the video playback control associated and displayed at the target dangerous point, trigger and generate a trigger instruction for the target dangerous point.
[0132] Optionally, the game characters associated with the target dangerous point include: game characters eliminated in the target scenario region; The game video includes: a playback video associated with the game characters eliminated in the target scenario region.
[0133] Optionally, the game characters eliminated in the target scenario region include at least one of the following: Recently eliminated game characters in the target scene area; Among the game characters eliminated in the target scene area, game characters with preset popularity in game videos; where the preset popularity is determined based on the number of likes, comments, or views of the game video; Among the game characters eliminated in the target scene area, game characters whose combat attributes match those of the controlled character, where the controlled character is a game character controlled by a terminal device, and the combat attributes include combat style and / or game record.
[0134] Optionally, the game scene also includes a first character in the same game camp as the controlled character. When the processor executes the computer execution instructions, it is also used to implement the following steps: During the playback of the game video, display a sharing control in the graphical user interface; Respond to a third trigger operation on the sharing control, generate point information for the target dangerous point, and send it to the terminal device corresponding to the first character to prompt the target dangerous point in the terminal device corresponding to the first character.
[0135] Optionally, the step of prompting the target dangerous point in the terminal device corresponding to the first character includes: Display point prompt information corresponding to the target dangerous point in the terminal device corresponding to the first character; or When the first character approaches the target scene area, display a target point identifier corresponding to the target dangerous point in the terminal device corresponding to the first character.
[0136] Optionally, the terminal device corresponding to the first character also includes a crosshair. After the step of displaying the target point identifier corresponding to the target dangerous point in the terminal device corresponding to the first character, when the processor executes the computer execution instructions, it is also used to implement the following steps: Respond to at least partial overlap of the crosshair and the target point identifier, and play the target game video in the terminal device corresponding to the first character.
[0137] Optionally, the target game video includes at least one of the following: The game video corresponding to the game character associated with the target dangerous point; The game video being played in the terminal device when the third trigger operation is triggered; The game video that has been played in the terminal device when the third trigger operation is triggered.
[0138] It should be noted that the above is only a brief description of the computer-readable storage medium provided by the present disclosure. The process steps and / or functions implemented when the computer-readable storage medium provided by the present disclosure operates are generally the same as those described in the steps and / or functions introduced in the various embodiments of the information display method in the game provided in the previous text. Therefore, details are not described herein again.
[0139] Through the above introduction, the computer-readable storage medium provided by the present disclosure enables players to intuitively understand the distribution of dangerous areas in the game map and deeply understand the specific conditions of dangerous points by watching relevant videos, thereby helping players make more reasonable game decisions. This not only improves the game experience of players, enhances the interactivity of the game, but also reduces the learning difficulty of novice players, and at the same time solves the technical problem of inconvenient information acquisition in traditional games.
[0140] In several embodiments provided by the present disclosure, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only illustrative. For example, the division of the modules is only a logical function division. In actual implementation, there may be other division methods. For example, multiple modules can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed coupling or direct coupling or communication connection between each other can be through some interfaces, and the indirect coupling or communication connection of devices or modules can be in electrical, mechanical or other forms.
[0141] The integrated modules implemented in the form of software function modules can be stored in a computer-readable storage medium. The above software function modules are stored in a storage medium, including several instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute some steps of the methods described in the various embodiments of the present disclosure.
[0142] It should be understood that the above processor can be a central processing unit (English: Central Processing Unit, abbreviated as: CPU), and can also be other general-purpose processors, digital signal processors (English: Digital Signal Processor, abbreviated as: DSP), application-specific integrated circuits (English: Application Specific Integrated Circuit, abbreviated as: ASIC), etc. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in combination with the invention can be directly embodied as being executed by a hardware processor, or executed by a combination of hardware and software modules in the processor.
[0143] The memory may include high-speed RAM memory and may also include non-volatile storage NVM, such as at least one disk memory, and may also be a USB flash drive, a portable hard drive, a read-only memory, a magnetic disk, or an optical disc, etc.
[0144] The bus can be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, an Extended Industry Standard Architecture (EISA) bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the sake of convenience in representation, the buses in the accompanying drawings of the present disclosure are not limited to only one bus or one type of bus.
[0145] The above storage medium can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, a magnetic disk, or an optical disc. The storage medium can be any available medium accessible by a general-purpose or special-purpose computer.
[0146] Those of ordinary skill in the art can understand that all or part of the steps of implementing the above method embodiments can be completed by hardware related to program instructions. The foregoing program can be stored in a computer-readable storage medium. When the program is executed, it performs the steps including the above method embodiments; and the foregoing storage medium includes: ROM, RAM, magnetic disks, or optical discs and other media that can store program codes.
[0147] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present disclosure and are not intended to limit them; although the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that they can still modify the technical solutions described in the foregoing embodiments, or perform equivalent replacements on some or all of the technical features; and these modifications or replacements do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of the present disclosure.
Claims
1. A method for displaying information in a game, characterized in that Providing a graphical user interface through a terminal device, at least part of a game scene being displayed in the graphical user interface, the method comprising: Displaying a game map corresponding to the game scene; Identifying at least one dangerous point in the game map according to historical game data corresponding to the game scene; In response to a trigger instruction for a target dangerous point among the identified dangerous points, playing a game video corresponding to a game character associated with the target dangerous point in the game in the graphical user interface.
2. The method according to claim 1, wherein The game map includes a plurality of map areas. After the step of displaying the game map corresponding to the game scene, the method further comprises: In response to a selection instruction for a target map area in the game map, displaying a locally enlarged map corresponding to the target map area.
3. The method according to claim 2, characterized in that An area selection control is provided in the game map, and the method further comprises: In response to a first trigger operation on the area selection control, generating the selection instruction for the target map area in the game map.
4. The method according to claim 2, wherein The identifying at least one dangerous point in the game map according to historical game data corresponding to the game scene includes: Determining a target scene area corresponding to the target map area; Identifying at least one dangerous point in the locally enlarged map according to historical game data corresponding to the target scene area.
5. The method according to claim 4, characterized in that [[ID=ll]]The step of identifying at least one dangerous point in the locally enlarged map includes: Displaying a point identifier corresponding to at least one dangerous point in the locally enlarged map, wherein the display mode of the point identifier is associated with the danger index of the corresponding dangerous point.
6. The method according to claim 5, wherein The danger index is determined based on the number of players eliminated in the target scene area in the historical game data, or the danger index is determined based on the ratio of the number of players eliminated in the target scene area in the historical game data to the number of players passing through the target scene area in the historical game data.
7. The method according to claim 6, wherein The display mode of the point identifier includes the display color corresponding to the point identifier, and the method further comprises: Determining the display color of the point identifier according to the danger index of the dangerous point, and controlling the point identifier corresponding to the dangerous point to be displayed in the display color; Wherein, when the danger index is a high danger index, determining the display color to be a first color; when the danger index is a medium danger index, determining the display color to be a second color; when the danger index is a low danger index, determining the display color to be a third color.
8. The method according to claim 4, wherein The method further comprises: Associatively displaying a video playback control at the at least one dangerous point in the locally enlarged map; In response to a second trigger operation on the video playback control associatively displayed at the target dangerous point, triggering the generation of the trigger instruction for the target dangerous point.
9. The method according to claim 8, characterized in that, The game characters associated with the target dangerous point include: game characters eliminated in the target scene area; The game video includes: a playback video associated with the game characters eliminated in the target scene area.
10. The method according to claim 9, wherein The game characters eliminated in the target scene area include at least one of the following: Recently eliminated game characters in the target scenario area; Among the game characters eliminated in the target scenario area, game characters with a preset popularity in the game video; wherein, the preset popularity is determined based on the number of likes, comments, or views of the game video; Among the game characters eliminated in the target scenario area, game characters whose combat attributes match those of the controlled character, where the controlled character is a game character controlled by the terminal device, and the combat attributes include combat style and / or game record.
11. The method according to claim 10, wherein The game scenario further includes a first character in the same game camp as the controlled character, and the method further includes: During the playback of the game video, a sharing control is displayed in the graphical user interface; In response to a third trigger operation on the sharing control, position information for the target dangerous position is generated and sent to the terminal device corresponding to the first character to prompt the target dangerous position in the terminal device corresponding to the first character.
12. The method according to claim 11, wherein The step of prompting the target dangerous position in the terminal device corresponding to the first character includes: Displaying position prompt information corresponding to the target dangerous position in the terminal device corresponding to the first character; or When the first character approaches the target scenario area, displaying a target position identifier corresponding to the target dangerous position in the terminal device corresponding to the first character.
13. The method according to claim 12, wherein The terminal device corresponding to the first character further includes a crosshair. After the step of displaying the target position identifier corresponding to the target dangerous position in the terminal device corresponding to the first character, the method further includes: In response to at least partial overlap of the crosshair and the target position identifier, playing a target game video in the terminal device corresponding to the first character.
14. The method according to claim 13, wherein The target game video includes at least one of the following: A game video corresponding to a game character associated with the target dangerous position; The game video being played on the terminal device when the third trigger operation is triggered; The game video that has been played on the terminal device when the third trigger operation is triggered.
15. An information display device in a game, characterized in that, Providing a graphical user interface through a terminal device, where at least part of the game scenario is displayed in the graphical user interface, including: A display module for displaying the game map corresponding to the game scenario; An identification module for identifying at least one dangerous position in the game map according to the historical game data corresponding to the game scenario; A playback module for responding to a trigger instruction for a target dangerous position among the identified dangerous positions and playing a game video corresponding to a game character associated with the target dangerous position in the game in the graphical user interface.
16. A terminal device, comprising a processor and a memory, wherein a computer program is stored in the memory, characterized in that, The processor implements the method according to any one of claims 1 to 14 when executing the computer program. This claim is an electronic device claim.
17. A computer-readable storage medium having a computer program stored thereon, characterized in that, The computer program implements the method according to any one of claims 1 to 14 when executed by a processor.