Game area prompting method and device, electronic equipment and storage medium
By displaying smoke controls and prompt signs on the game interface, the problem of players' difficulty in judging their own exposure in the smoke area is solved, improving the accuracy and interactive experience of tactical decision-making, and optimizing the use of system resources.
Patent Information
- Application Number
- CN202510529654.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-25
- Publication Date
- 2025-08-15
AI Technical Summary
In shooting games, it is difficult for players to accurately judge the exposure of various parts of their characters in the smoke area, resulting in cumbersome operations, limited tactical strategies, and high system resource consumption.
By displaying smoke controls on the game interface, the smoke control has an outline logo, detecting the relationship between the player character and the smoke area, and displaying a prompt logo on the smoke control to prompt the location of the exposed part.
Improves players' ability to perceive position status in smoke areas, enhances the accuracy and interactive experience of tactical decision-making, and reduces device resource consumption.
Smart Images

Figure CN120478958A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of games, and in particular to a game area prompt method, device, electronic device, and storage medium. Background Art
[0002] In shooting games, players often face off in complex battlefield environments. Smoke bombs, as important tactical props, can create a concealed environment, helping players hide their movements or block enemy sight. In related art, shooting games only display a volumetric fog in the center of the screen after using a smoke bomb. Players can conceal their movements within the fog, while players outside the fog cannot see through the fog without special props. However, in a first-person perspective, players lack a precise understanding of the character model's height and the exposure of various body parts. They can only perceive the situation in front of them through the limited game screen, making it difficult for players to determine whether they are fully covered by the smoke. This design makes user operation cumbersome, requiring constant movement and adjustment to ensure safety. It also makes the gameplay seem monotonous, limiting the strategic use of smoke. Furthermore, the system needs to frequently calculate the relationship between the character and the smoke, which consumes a lot of device processing resources and increases the server burden, especially in multiplayer games. Summary of the Invention
[0003] The purpose of the present disclosure is to provide a game area prompt method, device, electronic device and storage medium to achieve intuitive and visual prompts of the character's exposure status in the smoke area, thereby improving the accuracy of tactical decision-making.
[0004] In a first aspect, the present disclosure provides a game area prompt method, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes a game scene, and the game scene includes a smoke area and a player character controlled by the terminal device; a smoke control is displayed in the graphical user interface, and the smoke control has an outline identifier, which is used to characterize the range of the smoke area; the relationship between the player character and the smoke area is detected to determine whether the player character has an exposed part, wherein the exposed part is a part of the player character located outside the smoke area; in response to determining that the player character has an exposed part, a prompt identifier is displayed on the smoke control, and the prompt identifier is used to indicate the position of the exposed part in the smoke area.
[0005] In a second aspect, the present disclosure provides a device for prompting a smoke area in a game, the device comprising: a display module, configured to provide a graphical user interface through a terminal device, the graphical user interface including a game scene, the game scene including a smoke area and a player character controlled by the terminal device; a control module, configured to display a smoke control in the graphical user interface, the smoke control having a contour marker, the contour marker being used to characterize the range of the smoke area; a detection module, configured to detect the relationship between the player character and the smoke area, and determine whether the player character has an exposed part, wherein the exposed part is a part of the player character located outside the smoke area; a prompt module, configured to display a prompt marker on the smoke control in response to determining that the player character has an exposed part, the prompt marker being used to prompt the position of the exposed part in the smoke area.
[0006] In a third aspect, the present disclosure provides an electronic device comprising a processor and a memory, wherein a computer program is stored in the memory, and when the processor executes the computer program, the steps in any one of the above-mentioned game area prompt methods are executed.
[0007] In a fourth aspect, the present disclosure provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, is implemented to execute the steps in any one of the above-mentioned game area prompt methods.
[0008] The present disclosure provides a game area prompt method, device, electronic device, and storage medium. The method comprises providing a graphical user interface (GUI) via a terminal device, the GUI including a game scene, a smoke area, and a player character controlled by the terminal device. The method comprises displaying a smoke control in the GUI, the smoke control having an outline marker, the outline marker used to represent the range of the smoke area. The method detects the relationship between the player character and the smoke area and determines whether the player character has an exposed part, wherein the exposed part is a part of the player character located outside the smoke area. In response to determining that the player character has an exposed part, a prompt marker is displayed on the smoke control, the prompt marker used to indicate the location of the exposed part in the smoke area. The method provided by this embodiment enables players to intuitively understand the position and exposure status of their character in the smoke area, enhancing their perception of the tactical environment and their precise control capabilities, and significantly improving the interactive experience. Furthermore, the method provides players with more precise smoke utilization strategies, increases the diversity of tactical options, and enriches the depth of gameplay. Furthermore, the optimized UI feedback mechanism replaces heavy visual calculations, reducing device resource consumption and improving system operation efficiency.
[0009] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by practicing the above-mentioned technology of the present disclosure.
[0010] In order to make the above-mentioned objects, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically listed below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0011] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0012] Figure 1 A flowchart of a game area prompt method provided by an embodiment of the present disclosure; Figure 2 A schematic diagram of an interface of a smoke profile provided by an embodiment of the present disclosure; Figure 3 A schematic diagram of an interface of another smoke profile provided by an embodiment of the present disclosure; Figure 4 A schematic structural diagram of a game area prompt device provided by an embodiment of the present disclosure; Figure 5 A schematic structural diagram of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0013] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the embodiments of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings of the embodiments of the present disclosure. Obviously, the described embodiments are only some of the embodiments of the present disclosure, but not all of them. Generally, the components of the embodiments of the present disclosure described and shown in the drawings herein can be arranged and designed in various different configurations.
[0014] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure as claimed, but merely represents selected embodiments of the present disclosure. All other embodiments derived by persons of ordinary skill in the art based on the embodiments of the present disclosure without creative effort shall fall within the scope of protection of the present disclosure.
[0015] In an optional implementation, the game area prompt method provided by the present disclosure may be run on a terminal device and / or a server.
[0016] When the game area prompt method is run on a server, the method can be implemented and executed based on a cloud interaction system. In an optional embodiment, the cloud interaction system can run various cloud applications, such as cloud gaming. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In cloud gaming, the game program and the game screen are separate entities. The storage and execution of the game character transfer method are completed on the cloud gaming server. The client device 10 is responsible for receiving and sending data and presenting 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, or PDA; however, the terminal device performing information processing is the cloud gaming server in the cloud. During game play, the player operates the client device 10 to send operating instructions to the cloud gaming server. The cloud gaming server runs the game according to the operating 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.
[0017] When the game area prompt method is executed on a terminal device, in an optional embodiment, the terminal device may 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 (GUI), i.e., the game program is downloaded, installed, and run via a conventional electronic device. The local terminal device can provide the GUI to the player in a variety of ways, such as rendering it on the terminal's display screen or providing it to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen being used to present the GUI, which includes the game screen, and the processor being used to run the game, generate the GUI, and control the display of the GUI on the display screen.
[0018] 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 game area prompt method provided by the present disclosure, taking the terminal device as an example of the execution subject.
[0019] In this embodiment, a game area prompt method is provided. Figure 1 is a flowchart of a game area prompt method according to an embodiment of the present disclosure. Figure 1 As shown, the process includes the following steps: In this embodiment, a game area prompt method is provided. Figure 1 is a flowchart of a game area prompt method according to an embodiment of the present disclosure. Figure 1 As shown, the process includes the following steps: Step S110, providing a graphical user interface through the terminal device, wherein the graphical user interface includes a game scene, the game scene includes a smoke area and a player character controlled by the terminal device; Step S120: Displaying a smoke control in a graphical user interface, wherein the smoke control has an outline mark, and the outline mark is used to represent the range of the smoke area; Step S130, detecting the relationship between the player character and the smoke area, and determining whether the player character has any exposed parts, wherein the exposed parts are parts of the player character located outside the smoke area; Step S140 , in response to determining that the player character has an exposed part, a prompt mark is displayed on the smoke control, where the prompt mark is used to indicate the position of the exposed part in the smoke area.
[0020] The method provided in this embodiment enables the game system to intuitively display to the user the status information of the player character in the smoke area. In first-person perspective games, it is usually difficult for players to fully understand the exact position status of their own characters in the game environment, especially whether various parts of the body are exposed outside the smoke area. This solution enables players to clearly and intuitively perceive the relative position relationship between the character and the smoke area by displaying smoke controls on the interface and coordinating prompts, so that players can adjust the character position in time to avoid being discovered by the enemy. This interactive method not only enhances the interactive experience of the game, allowing players to make tactical decisions based on more accurate information, but also enhances the strategy and skills of the game, enriches the tactical options of the game, and also solves the technical problem of insufficient communication of virtual character status information in computer games.
[0021] The above steps are described in detail below.
[0022] In step S110 , a graphical user interface is provided by the terminal device, wherein the graphical user interface includes a game scene, and the game scene includes a smoke area and a player character controlled by the terminal device.
[0023] A game scene refers to the virtual environment constructed within a computer game, hosting various elements and gameplay within the game. A game scene is the virtual world or environment presented to players within a video game, encompassing various game elements such as terrain, buildings, and obstacles. For example, a game scene could be a city block, complete with various buildings, bunkers, open areas, and complex terrain, providing a rich selection of environments for tactical gameplay.
[0024] A smoke area is a specific area in the game scene that blocks vision, hindering the player's line of sight and used for tactical cover or area control. For example, by clicking, the player can create or observe a visually obstructed smoke effect area at a certain location in the game scene.
[0025] In an alternative embodiment, the smoke field is a tactical element in the game, presenting a visual obstruction effect within a certain range that can block the player's line of sight, providing cover and tactical possibilities. For example, in a tactical shooting game, the smoke field can be a spherical or cylindrical area with a diameter of approximately 5-10 meters, significantly reducing visibility within the area and making it difficult for the player to see clearly.
[0026] In an alternative embodiment, the smoke area may have a certain duration, providing tactical cover during this period, and then gradually dissipate. For example, a smoke area may last for 30 seconds, providing visual obstruction during this period, and then gradually fade until it disappears completely.
[0027] In an alternative embodiment, the smoke area may have varying densities and effects, such as completely obstructing the view in the center while rendering the edges partially transparent. For example, the smoke area could be designed to diffuse outward from the center, becoming completely invisible in the center while increasing visibility by 20% for every meter of radius outward, creating a gradually increasing visibility effect.
[0028] In one specific application, when the game begins, the system presents a city ruins scene on the display device, featuring complex terrain and various shelters. As the player character engages the enemy, smoke areas may appear. These areas appear as thick, grayish-white fog, significantly reducing visibility and providing tactical cover or visual obstruction. Players must plan their movement routes and strategies based on the location and extent of the smoke areas to gain a tactical advantage.
[0029] In an optional embodiment, the smoke area is generated by at least one of the following methods: Player characters are generated in the game scene using game props; Produced in the game scene by other player characters using game props; Pre-generated in the game scene.
[0030] Among them, game props are virtual items that can be obtained and used by players in the game to achieve specific game functions or effects. For example, in a tactical shooting game, players can throw a smoke bomb by pressing a specific button. After the smoke bomb lands, it will release smoke, forming a smoke area. Other player characters refer to game characters controlled by users of other terminal devices. These characters are in the same game scene as the current player character and can interact with each other. In an optional embodiment, other player characters may be enemy characters that are in an adversarial relationship with the current player. They may use smoke props to cover themselves or obstruct the current player's line of sight. In an optional embodiment, other player characters may also be teammates in a collaborative relationship with the current player. They use smoke props to provide tactical support.
[0031] Among them, the smoke area pre-generated in the game scene refers to a fixed smoke area that has been set by the game system when designing the map or level, and exists in the game environment without the need for player operation.
[0032] In an alternative embodiment, the pre-generated smoke area can be a fixed environmental element of the game map, existing as part of the scene. For example, in some game maps, there may be a factory area with continuous smoke, or sulfur smoke in a volcano map, where the smoke effect is always present.
[0033] In an alternative embodiment, pre-generated smoke areas may appear based on game progress or event triggers. For example, when the game reaches a certain stage or the player triggers a specific event, smoke may automatically appear in certain areas, such as the thick smoke from a building fire or the dust from an explosion.
[0034] In an alternative embodiment, the pre-generated smoke area may change its scope or effect as the game progresses or conditions change. For example, in some survival games, as the game progresses, the edge of the map may gradually be covered by harmful smoke, forcing players to move to a safe area.
[0035] like Figure 1As shown, in a specific application of this embodiment, players can encounter smoke areas in a variety of ways while playing a tactical competitive shooting game. Players can select a smoke bomb from the equipment bar and throw it. When the smoke bomb lands, it releases a cloud of thick white smoke, forming a spherical smoke area with a diameter of approximately 5 meters. At the same time, enemy players may also throw smoke bombs not far from the player, creating another smoke area. In addition, in the central area of the map, there is a burning building. The system has pre-set thick smoke that continues to emerge from the building, forming a fixed smoke area. When the player character approaches or enters these smoke areas, the system automatically detects the positional relationship between the player character and the smoke area and displays the corresponding smoke controls and prompt icons on the interface to help players quickly understand which parts of their body are exposed to the smoke.
[0036] In step S120 , a smoke control is displayed in a graphical user interface. The smoke control has an outline mark, and the outline mark is used to represent the range of the smoke area.
[0037] Smoke controls are interactive elements in the graphical user interface that represent information related to the smoke area, visually conveying key information such as the smoke area's range and status to the player. Smoke controls can be interacted with through clicks, swipes, long presses, and / or other actions.
[0038] In an optional embodiment, the smoke control refers to a user interface element superimposed on the game interface, which is used to intuitively represent the range, shape and status of the smoke area, helping players understand their relative position relationship with the smoke area. Figure 2 As shown, the smoke control can be a semi-transparent spherical or circular outline displayed at a certain position on the screen, and its shape and size intuitively reflect the actual range and form of the smoke area in the game scene.
[0039] In an optional embodiment, the smoke control can dynamically adjust its display effects, including transparency, color, size, and other properties, based on changes in the game state, to more accurately reflect the current state of the smoke area. For example, when the smoke area begins to dissipate, the smoke control may become more transparent or display a dynamic dissipation effect, indicating to the player that the smoke cover is about to expire.
[0040] In an alternative embodiment, the smoke control may not only display information but also provide certain interactive features. Players can interact with the smoke control to obtain more detailed information about the smoke area. For example, players may be able to view the remaining duration of the smoke area by tapping the smoke control, or adjust the camera to obtain a better tactical view by using specific gestures.
[0041] Among them, the outline mark refers to the visual element in the smoke control used to intuitively represent the boundary and range of the smoke area, helping players understand the spatial range covered by the smoke.
[0042] In an optional embodiment, the contour mark refers to a visual element in the smoke control that is used to clearly define the boundary of the smoke area, usually in the form of a closed geometric outline, such as a circle, ellipse or irregular shape. Figure 2 As shown, the outline mark may be a white semi-transparent circular line displayed on the screen to visually indicate the outer edge of the smoke area.
[0043] In an optional embodiment, the visual appearance of the outline marker can be adjusted based on different game states and environmental conditions, such as changing color or brightness under different lighting conditions, to ensure clear identification in various game environments. For example, in a bright game scene, the outline marker may appear as a dark line, while in a dark environment, it may switch to a bright line, ensuring that players can always clearly perceive the boundaries of the smoke area.
[0044] In one specific application, when a smoke area appears in the game scene, the system displays a smoke control at an appropriate location on the screen. This control includes an outline corresponding to the shape of the smoke area. For example, if the smoke area in the scene is spherical, the outline will appear as a circular boundary, clearly marking the area's boundaries. This outline is designed with translucent white lines to minimize distraction while ensuring players can intuitively understand the boundaries of the smoke area, providing important reference information for tactical decision-making.
[0045] In step S103 , the relationship between the player character and the smoke area is detected to determine whether there is an exposed part of the player character, wherein the exposed part is the part of the player character located outside the smoke area.
[0046] Detection refers to the system monitoring and analyzing the spatial position relationship between the player character and the smoke area in real time to determine whether the character is completely within the smoke area.
[0047] In an optional embodiment, detection involves the game system calculating whether various parts of the player character model are within the boundaries of the smoke area, thereby determining the relative position of the character and the smoke area. For example, the system may divide the player character model into multiple key points or collision volumes, and then calculate whether these points or volumes are within the defined range of the smoke area, thereby accurately determining which parts of the character are exposed outside the smoke.
[0048] In an optional embodiment, the detection process is real-time and continuous. The system continuously updates the relative position of the player character and the smoke area, ensuring that the latest status is reflected even if the player moves or the smoke area changes. For example, the game system recalculates the position of the player character and the smoke area during each frame rendering process (typically 30-60 times per second) to ensure the timeliness and accuracy of status information.
[0049] In an optional implementation, the detection mechanism can use a variety of algorithms and technical means, such as collision detection, space partitioning, ray casting, etc., and the most appropriate solution can be selected based on the specific needs and performance considerations of the game.
[0050] Among them, exposed parts refer to the parts of the player character model's body that are outside the boundary of the smoke area. These parts may be observed by other players and thus lose the protection of the smoke cover.
[0051] In an optional embodiment, exposed parts refer to those parts of the player character model that are not covered by the smoke area. These parts may be visible to enemy players in the game, increasing the risk of detection and attack. For example, if the player character's head or upper torso extends beyond the boundaries of the smoke area, these parts will be identified as exposed by the system, and the player will be prompted with the corresponding location information.
[0052] In an alternative embodiment, the determination of exposed parts may take into account the strategic importance of different body parts. For example, the system may prioritize the exposure of key parts such as the head and chest. For example, when the player character's head is exposed outside a smoke area, the system may provide a more obvious warning, as an exposed head generally indicates a higher risk of being discovered or shot.
[0053] In one specific application, the gaming system uses a high-precision collision detection algorithm to divide the player character model into multiple regions, such as the head, chest, abdomen, and limbs. It then detects the spatial relationship between these regions and the smoke boundary in real time. When the character moves at the edge of the smoke, if the system detects that the character's head and right arm have exceeded the smoke boundary, these areas are identified as exposed. This information is then communicated to the player via a prompt icon on the smoke control, allowing the player to adjust their position or posture in a timely manner to gain better cover.
[0054] In step S140 , in response to determining that the player character has an exposed part, a prompt mark is displayed on the smoke control, where the prompt mark is used to indicate the position of the exposed part in the smoke area.
[0055] Among them, the prompt mark refers to the visual element displayed on the smoke control, which is used to intuitively indicate to the player the direction and position of the exposed parts of the character.
[0056] In an optional embodiment, the prompt mark refers to a specific visual element displayed on the smoke control, which is used to clearly convey to the player which parts of the character are exposed outside the smoke area and the relative positions of these exposed parts. Figure 2 As shown, the prompt indicator may appear as an arc, appearing at the edge of the outline of the smoke control, pointing to the direction in which the player character is exposed, so that the player can intuitively understand which direction they need to move to better hide in the smoke.
[0057] In an optional embodiment, the position of the indicator will dynamically adjust based on the player character's orientation and the relative position of the exposed part, ensuring that the player can intuitively understand the actual position of the exposed part regardless of the direction they are facing. For example, if the player character is facing north and their head is exposed outside the east side of the smoke area, the indicator will appear to the right (east) side of the smoke control. If the player turns to face west, the same exposure situation will cause the indicator to appear behind (east) the smoke control, maintaining consistent and intuitive positioning.
[0058] like Figure 2 As shown, in a specific application of this embodiment, when a player uses a smoke grenade to create a smoke area at a street intersection, the system displays a circular smoke control in the lower right corner of the interface, with an outline clearly indicating the extent of the smoke area. When the player character moves to the edge of the smoke area, the system detects that the player character's left shoulder and head are exposed outside the smoke area and immediately displays a prompt icon in the upper left area of the smoke control. After seeing this prompt, the player quickly adjusts their position and moves a few steps to the left and front, successfully hiding their entire body within the smoke area, avoiding the risk of being discovered by enemy snipers on the opposite building and successfully completing the tactical position transfer.
[0059] In a game area prompt method provided in an embodiment of the present application, the step of displaying a prompt mark on a smoke control includes: Step S210, determining the relative position of the exposed part and the smoke area, wherein the relative position is based on the direction of the player character; Step S220: display a prompt mark at a corresponding position of the smoke control according to the relative position.
[0060] The method provided in this embodiment enables the system to display corresponding prompts on the smoke control based on the relative position of the player character's exposed parts and the smoke area, effectively providing players with intuitive visual feedback, allowing them to clearly understand their character's exposure status in the smoke and adjust their posture or position in a timely manner to achieve better concealment. This design enhances the interactive gaming experience, strengthens the player's perception of the game environment, enriches the game's tactical level and strategic diversity, and solves the technical problem of players in computer games having difficulty accurately perceiving their character's position in special environments, allowing players to better utilize the game environment to make tactical decisions.
[0061] The above scheme is described in detail below.
[0062] In step S210 , the relative position of the exposed part and the smoke area is determined, wherein the relative position is based on the character orientation of the player character.
[0063] Exposed parts refer to the parts of the player character outside the smoke area, including the head, torso, limbs, and other components of the player character. When these parts are exposed outside the smoke area, they may be discovered by enemy players, increasing the risk to the player character.
[0064] Relative position refers to the relative position of the exposed part relative to the smoke area, determined based on the player's orientation. By determining relative position, players can clearly identify which parts of their body are exposed outside the smoke area and take appropriate countermeasures.
[0065] In an optional embodiment, the relative position can be represented by directions, such as eight or more directions, such as front, back, left, right, left front, right front, left back, right back, etc. For example, if the player character's head is outside the right edge of the smoke area, the relative position can be determined as "right".
[0066] In an optional embodiment, the relative position may also include distance information, indicating the distance between the exposed part and the edge of the smoke area. For example, the system may categorize the distance into three levels: near, medium, and far, or express it using specific numerical units, such as "2 meters to the right."
[0067] Character heading refers to the direction the player's character faces in the game world, typically controlled by the player through input devices (such as a keyboard, mouse, or controller). Using character heading as a benchmark ensures that prompts align with the player's subjective perception, improving the intuitiveness and practicality of prompts. Character heading can be changed through clicks, swipes, long presses, and / or other manipulations. For example, a swipe can be used to change the character's heading.
[0068] In an alternative embodiment, the character's orientation can be aligned with the viewing angle of the game camera, particularly in first-person perspective games. For example, in a first-person shooter game, the player's screen orientation corresponds to the character's orientation, and the player changes the character's orientation by moving the camera's viewpoint. In other embodiments, the character's orientation can be aligned with the viewing angle of the game camera, meaning that controlling the character's orientation does not affect the game screen.
[0069] In step S220, a prompt mark is displayed at a corresponding position of the smoke control according to the relative position.
[0070] The corresponding position refers to the location on the smoke control that corresponds to the position of the exposed body part relative to the smoke area. By displaying a prompt icon at this corresponding position, the player can intuitively understand which body part is exposed outside the smoke area. In an alternative embodiment, the corresponding position can be a point or area on the edge of the smoke control that aligns with the direction of the exposed body part. For example, if the exposed body part is on the right side of the player character, the corresponding position is the right edge of the smoke control.
[0071] In an alternative embodiment, the corresponding position may be determined by taking into account the shape of the smoke control and the layout of the player interface. For example, if the smoke control is circular, the corresponding position may be determined by angle; if the smoke control is rectangular, the corresponding position may be determined by edge or corner.
[0072] like Figure 2 As shown, in a specific application of this embodiment, in a tactical shooting game scene, the player uses a smoke bomb to create a spherical smoke area with a diameter of about 5 meters. A circular smoke control is displayed in the lower right corner of the game interface, and its outline clearly indicates the boundary of the smoke area. When the player character stands at the edge of the smoke with the head and left shoulder exposed outside the smoke, the system determines that the exposed part is located in front of the player and slightly left based on the player's current direction (facing the north of the game map). Subsequently, the system displays a flashing red triangle prompt mark in front of the left position of the smoke control. After noticing this prompt, the player quickly squats and moves a few steps to the right and rear, so that the character is completely in the smoke area, successfully avoiding the risk of being discovered by the opponent's sniper, and being able to safely complete the tactical position adjustment.
[0073] In a game area prompt method provided in an embodiment of the present application, displaying a prompt mark at a corresponding position of a smoke control according to a relative position is: displaying a prompt mark at a corresponding position of a contour mark according to a relative position.
[0074] like Figure 2As shown in a specific application of this embodiment, after the smoke grenade explodes, a circular smoke control appears in the upper left corner of the game interface. This control contains a white, translucent, circular outline icon, clearly indicating the extent of the smoke area. When the player character ducks into the smoke and crouches, an arc-shaped icon appears above and to the left of the smoke control outline, indicating that the player character's head is emerging from the upper left corner of the smoke area. The player immediately adjusts their perspective and lowers their posture to completely conceal the character within the smoke. The red warning symbol disappears, indicating that the exposure issue has been resolved and the player has successfully avoided the risk of being spotted by an enemy sniper.
[0075] In an optional embodiment, the contour marker includes multiple layers of contour sub-markers, and contour sub-markers of different layers represent different density areas of the smoke area, wherein different density areas are configured with different visual blocking effects.
[0076] The method provided in this embodiment enables smoke areas of varying density to be intuitively displayed to the user through different levels of outline sub-markers, allowing players to accurately judge their position within the smoke area and the surrounding environment. Furthermore, different density areas correspond to different visual occlusion effects, enhancing the realism and tactical level of the game scene, and improving players' decision-making and operational precision in smoke environments. This multi-level smoke prompt mechanism not only enriches the game's visual presentation and interactive experience, but also addresses the technical issue of players being unable to accurately perceive the distribution of smoke areas in traditional games, effectively improving the rationality and accuracy of tactical decision-making in the game.
[0077] The outline sub-marker is a visual marker used in the smoke control to distinguish areas of different smoke concentrations. The outline sub-marker can be presented using different visual elements such as color, line thickness, transparency, shape, or pattern.
[0078] In an optional embodiment, the outline sub-marker can be a set of concentric circles or concentric polygons, each layer representing a concentration gradient of the smoke area. For example, the smoke control can be designed as a three-layer concentric circle structure, with the innermost circle representing the high-concentration smoke area, the middle circle representing the medium-concentration area, and the outermost circle representing the low-concentration edge area. In this way, players can intuitively understand the distribution of the smoke, such as Figure 3 shown.
[0079] In an alternative embodiment, the outline sub-marker can use different shades of color to represent smoke density, for example, darker colors represent high-density areas, medium shades represent medium-density areas, and lighter colors represent low-density areas. This color gradient allows players to quickly identify the smoke environment they are in and judge the strength of the concealment effect, allowing them to make more accurate tactical decisions.
[0080] Different concentration zones refer to areas of smoke within the game scene with varying visual and functional characteristics due to varying smoke densities. These zones can be divided based on factors such as smoke particle density, smoke diffusion time, and distance from the smoke center. Each concentration zone has a different impact on player visuals and game mechanics.
[0081] In an optional implementation, different concentration areas can be divided into multiple levels based on the density of smoke particles, such as high, medium, and low concentration areas. For example, a high-concentration core area is formed near the explosion point, followed by a medium-concentration transition area and a low-concentration edge area as the distance increases. This layered design makes the smoke effect more natural and provides players with more tactical options.
[0082] In an optional implementation, the concentration zones can dynamically change over time, simulating the diffusion and dissipation of real smoke. For example, when smoke is first released, the high-concentration zone is small but noticeable. Over time, the high-concentration zone gradually expands, then begins to shrink, and eventually dissipates completely. This dynamic change adds uncertainty and tactical depth to the game.
[0083] In an optional embodiment, different concentration areas can be affected by game environmental factors, such as wind direction, terrain, or other game props. For example, in a windy environment, different smoke concentration areas may extend in specific directions, forming irregular elliptical shapes rather than standard concentric circles. This increases the impact of environmental factors on tactics, enhancing the complexity and realism of the game.
[0084] Visual occlusion refers to the varying degrees of obstruction caused by smoke, affecting the player's ability to observe objects and other characters in the game scene. This can be achieved by adjusting parameters such as the density, transparency, color, and special effects of the smoke particles on the screen. Different levels of occlusion correspond to different gaming experiences and tactical value.
[0085] Furthermore, in a game area prompt method provided in an embodiment of the present application, the step of displaying a prompt mark at a corresponding position of the outline mark according to the relative position includes: Step S310, determining that the exposed part is in a target concentration area of the smoke area; Step 320 : Displaying a prompt mark at a corresponding position of the target sub-contour mark according to the relative position, wherein the target contour sub-marker is a contour sub-marker corresponding to the target concentration area.
[0086] The method provided in this embodiment enables the system to more accurately reflect the specific concentration areas where the player's character's exposed parts are located. This allows players to not only understand their own exposure status but also perceive the concentration of smoke areas within which the exposed parts are located, enabling them to make more targeted tactical decisions. By displaying prompt icons on the outline sub-icons corresponding to specific concentration areas, this method enhances the accuracy of information feedback in the game interface, improving the interactive experience. It also enriches the tactical utilization of smoke areas in the game, providing players with a more nuanced battlefield perception, thereby resolving the technical issue in computer games where players struggle to accurately perceive their character's position in complex environments.
[0087] In step S310 , it is determined that the exposure portion is in a target concentration area of the smoke area.
[0088] Determining the target concentration area of the exposed part in the smoke area refers to determining the relationship between the exposed part of the player character and different concentration levels in the smoke area.
[0089] In an optional embodiment, the target concentration zone refers to a specific concentration level within the smoke region that the exposed part is located in or about to enter. For example, the smoke region can be divided into three concentration zones: a high-concentration core zone, a medium-concentration transition zone, and a low-concentration edge zone. The system determines which concentration zone the exposed part is located in or closest to by calculating the distance between the exposed part and the boundaries of each concentration zone.
[0090] In an optional embodiment, the target concentration area can be determined by calculating the distance between the exposed part and the center of the smoke area. For example, the system can divide the smoke area into multiple concentric circular concentration areas based on a distance threshold. The system then calculates the distance between the exposed part and the center of the smoke, maps the exposed part to the corresponding concentration area, and determines the target concentration area in which it is located.
[0091] In a specific application, when the player character's right hand and right leg are exposed outside the smoke area, the system first analyzes the positional relationship between these exposed parts and the smoke area. By calculating the distance between these parts and the center of the smoke area and comparing it with the preset concentration area boundary threshold, it is determined that the exposed part of the right hand is in the low-concentration edge area, and the exposed part of the right leg is in the medium-concentration transition area, thereby providing accurate position information for the subsequent display of prompt logos on the corresponding contour sub-logos.
[0092] In step S320 , a prompt mark is displayed at a corresponding position of the target sub-contour mark according to the relative position, wherein the target contour sub-marker is a contour sub-marker corresponding to the target concentration area.
[0093] The target subcontour is a visual element within the smoke control's outline that represents a specific concentration area. The target subcontour typically corresponds one-to-one with the target concentration area, and is used to visually represent the range of smoke areas of varying concentrations on the user interface.
[0094] In an optional embodiment, the target sub-contour marker can use different visual representations to distinguish different concentration areas, such as different colors, line thickness or transparency. Figure 3 As shown, high-concentration areas can use dark thick line outline sub-markers, medium-concentration areas can use medium thick line outline sub-markers, and low-concentration areas can use thin line outline sub-markers, so that players can intuitively identify different concentration areas.
[0095] In an optional embodiment, displaying a prompt icon at a location corresponding to the target sub-contour identifier can be achieved by adding a prominent visual marker at the location of the target sub-contour identifier that is aligned with the exposed part on a UI level. For example, if the exposed part is located to the right of the player character and is in a medium-density area, the system will display a prompt icon to the right of the contour sub-identifier representing the medium-density area.
[0096] like Figure 3 As shown, in a specific application of this embodiment, a player uses a smoke bomb in a game scene to create a smoke area with multiple concentration zones. The system displays a corresponding smoke control on the interface, which contains three concentric circular outline sub-identifiers corresponding to high, medium, and low concentration zones. When the player character partially enters the smoke area, the system detects that the player's right arm is exposed outside the smoke and is located near the medium concentration zone. The system immediately determines that the exposed part is in the medium concentration zone and, based on the player's orientation, calculates that the exposed part of the right arm is approximately 75 degrees to the right of the player. The system then displays a yellow triangle prompt at a 75-degree angle to the right of the middle-layer outline sub-identifier representing the medium concentration zone, clearly reminding the player that their right arm is exposed outside the smoke area in this direction and may be visible to enemy players. After seeing this prompt, the player quickly adjusts their position and moves their right arm completely into the smoke area, successfully avoiding the risk of being discovered by the enemy.
[0097] In a game area prompt method provided in an embodiment of the present application, the method further includes: Step S410: When the player character is completely in the smoke area, display the smoke control according to the first transparency value; Step S420: When the smoke area only partially covers the field of view of the player character, display the smoke control according to the second transparency value, wherein the first transparency value is smaller than the second transparency value.
[0098] The method provided in this embodiment enables the system to adjust the display effects based on the position of the player character within the smoke area, ensuring that the player can clearly perceive the smoke range information within the smoke area while avoiding excessive interface elements from interfering with the game field of view in specific scenarios. This interactive mechanism of dynamically adjusting transparency not only enhances the player's visual experience in the smoke environment and increases the depth and fun of smoke tactics in the game scene, but also solves the visual interference and information overload caused by the fixed smoke UI display in the existing technology, realizing the intelligent and contextual awareness of the game interface elements.
[0099] The above scheme is described in detail below.
[0100] In step S410 , when the player character is completely in the smoke area, the smoke control is displayed according to the first transparency value.
[0101] The player character being completely in the smoke area means that all body parts of the player character are within the smoke area generated in the game scene, and there is no part exposed outside the smoke area.
[0102] In an alternative embodiment, determining whether the player character is completely within the smoke area can be achieved by detecting the spatial relationship between the player character model and the smoke area. For example, the system can divide the player character's three-dimensional model into multiple detection points. When all detection points are within the boundary of the smoke area, the player character is determined to be completely within the smoke area.
[0103] The first transparency value refers to the transparency parameter value used when the smoke control is displayed when the player character is completely within the smoke area. This parameter is used to control the visibility of the smoke control on the game interface.
[0104] In an alternative embodiment, the first transparency value can be a lower value, making the smoke control semi-transparent to reduce interference with the player's field of view. For example, the system can set the first transparency value to 30%, in which case the smoke control will be displayed in a more subtle manner on the interface, providing smoke area information without excessively occupying the player's visual attention.
[0105] In one specific application, when a player throws a smoke grenade during intense combat and completely enters its cover, the system detects that all body parts of the player character are within the smoke area. At this point, the smoke control is displayed on the screen at 90% transparency (the first transparency value). This lower transparency ensures that the player can see necessary positional information within the smoke while minimizing interference with their field of view, allowing them to focus on listening for enemy footsteps and determining tactical direction.
[0106] The player character's field of view refers to the range of the scene that the player can observe in the game. It is usually the visible space extending outward from the player character's perspective. The scope and shape of the field of view are affected by various factors, including the game's perspective mode, environmental factors, and the character's state. For example, when entering a foggy area, the field of view will be partially or completely obscured by the fog effect.
[0107] The second transparency value is the parameter used by the game system to adjust the clarity of interface elements when the smoke area only partially covers the player's field of view. A higher value makes interface elements more visible. For example, in a tactical shooter game, when the player is at the edge of a smoke area, the system will set the transparency value of the smoke control to 10%, making it fainter in the field of view and easier for the player to judge the boundaries of the smoke area.
[0108] In an optional embodiment, the second transparency value can be set to a specific range and dynamically adjusted based on the specific circumstances of the player's environment. For example, in a competitive shooter game, when smoke only covers 30% of the player's field of view, the system may set the transparency value of the relevant indicator interface to between 0.7 and 0.9; as the smoke coverage increases, this value will decrease accordingly to ensure that interface elements do not excessively interfere with the player's normal field of view.
[0109] In one specific application, when a player character in a game stands at the edge of a smoke area, the smoke only covers about 40% of the player's field of view. Upon detecting this, the system reduces the transparency of the smoke range indicator interface from 0.85 (the value when completely within the smoke area) to 0.5, making the interface element less clear in the player's game screen. This allows the player to more intuitively understand that they are at the edge of the smoke and clearly determine which parts of the body may be exposed outside the smoke area, allowing them to make more accurate tactical decisions, such as deciding whether to move further into the smoke area for better cover.
[0110] In a game area prompt method provided in an embodiment of the present application, the method further includes: S510, determining the exposure level of the player character, where the exposure level includes at least two exposure levels; S520: Setting a first display effect of the prompt mark according to the exposure level, where the first display effect includes at least one of the following effects: color, motion effect, text, and mark.
[0111] The above scheme is described in detail below.
[0112] In step S510 , the exposure level of the player character is determined, where the exposure level includes at least two exposure levels.
[0113] Among them, the exposure level of the player character refers to the degree to which the player character is exposed outside the smoke area, and is an important indicator to measure the possibility of the player character being discovered by the enemy in the battlefield environment.
[0114] In an optional embodiment, the player character's exposure level can be determined by calculating the proportion of the player character model's exposed area outside the smoke area to the entire character model. The exposure level is a graded representation of the player character's exposure, used to quantify the continuous exposure level into discrete levels to facilitate the system's corresponding visual feedback processing. For example, the system can divide the player character model into multiple parts (such as the head, torso, limbs, etc.) and calculate the percentage of the parts outside the smoke area to the total number of parts. When this percentage is between 0-30%, it is determined to be a low exposure level; when this percentage is between 31%-70%, it is determined to be a medium exposure level; and when this percentage is greater than 70%, it is determined to be a high exposure level.
[0115] In one specific application, when a player character enters a smoke area, the system tracks the position of the player character model in real time relative to the smoke boundary. When the player moves forward, causing their head and right shoulder to partially protrude from the smoke, the system immediately calculates the proportion of these exposed areas relative to the character's overall body exposure and determines the exposure level to be low (approximately 20% of the body is exposed). As the player continues forward, when a significant portion of their upper torso is exposed (approximately 50% of the body is exposed), the system updates the exposure level to medium, alerting the player to the increased risk.
[0116] In step S520, a first display effect of the prompt mark is set according to the exposure degree, and the first display effect includes at least one of the following effects: color, motion effect, text, and mark.
[0117] Among them, the first display effect of the prompt logo is a visual feedback method presented according to the exposure level of the player character, which is an intuitive expression of the danger level information to the player.
[0118] In an optional embodiment, the first display effect of the prompt indicator can use different colors to represent different exposure levels. For example, the system can use green, yellow, and red to represent low, medium, and high exposure levels, respectively. When the system detects that the player character is at a low exposure level, a green prompt indicator is displayed at the corresponding position of the smoke control; when the exposure level is medium, a yellow prompt indicator is displayed; when the exposure level is high, a red prompt indicator is displayed. This color coding utilizes the human intuitive understanding of red, yellow, and green, allowing players to quickly perceive the current exposure risk.
[0119] In an optional embodiment, the first display effect of the prompt mark can enhance the eye-catchingness of the information transmission through different dynamic effects. Figure 3 As shown, for low exposure levels, the system can use a slow flashing animation; for medium exposure levels, a medium-speed flashing animation; and for high exposure levels, a fast flashing or pulsating animation.
[0120] In an optional embodiment, the first display effect of the prompt indicator can combine text and icons to provide more detailed information. For example, the system can display different icons and prompt text for different exposure levels, such as a small exclamation point icon and the text "Slightly Exposed" for low exposure levels; two exclamation point icons and the text "Warning: Partially Exposed" for medium exposure levels; and three exclamation point icons and the text "Danger: Severely Exposed" for high exposure levels.
[0121] In one specific application, when a player moves near the edge of a cloud of smoke, the system continuously monitors the player's exposure. If the system detects that the player's right hand and part of their waist are exposed outside the cloud (low exposure), a small pulsating line is displayed on the right edge of the cloud control as a reminder.
[0122] In a game area prompt method provided in an embodiment of the present application, the method further includes: Step S610, determining a danger level corresponding to an exposed part, wherein the player character is divided into multiple body parts, different body parts correspond to different danger levels, and the exposed part is at least one body part among the multiple body parts; Step S620: setting a second display effect of the prompt mark according to the danger level corresponding to the exposed part, where the second display effect includes at least one of the following effects: color, motion effect, text, and mark.
[0123] The method provided in this embodiment enables the game system to provide differentiated prompts for the exposure of different body parts of the player character, allowing players to quickly identify the importance of exposed parts and adopt appropriate protective strategies. This visual feedback mechanism based on the danger level of body parts significantly improves players' perception and decision-making efficiency in smoke areas, while also enhancing the diversity of tactical options within the game.
[0124] In step S610, body parts refer to the different anatomical regions of the player character model in the game. For example, in a first-person shooter game, the player character model may be divided into nine main body parts: head, neck, chest, abdomen, back, left arm, right arm, left leg, and right leg. The system can individually detect whether each part is exposed outside the smoke area.
[0125] Among them, the danger level refers to the risk level represented by different parts of the body when exposed outside the smoke area.
[0126] In an optional embodiment, the danger level can be divided based on the importance of body parts in combat, typically including high-risk areas, medium-risk areas, and low-risk areas. For example, in most shooting games, the head is usually marked as the highest danger level because attacks on the head often cause fatal damage or significantly reduce health points; the torso is marked as a medium danger level, and exposure poses a moderate risk; while the limbs are marked as a relatively low danger level, and exposure poses a relatively low threat.
[0127] Among them, determining the danger level means that the system evaluates the threat level when different body parts are exposed according to preset rules.
[0128] In an alternative embodiment, the determination of danger levels can be implemented using a static configuration table. This means that the game development team pre-assigns a fixed danger level to each body part. For example, during the design phase, the head can be assigned a danger level of 3 (highest), the torso can be assigned a danger level of 2 (medium), and the limbs can be assigned a danger level of 1 (low). This static configuration allows the system to quickly determine the danger level of exposed parts.
[0129] Step S620, wherein the second display effect refers to the visual expression mode set by the system for the prompt mark according to the danger level of the exposed part.
[0130] In an optional embodiment, the second display effect may use different colors to intuitively represent the difference in danger levels.
[0131] In an optional embodiment, the second display effect may emphasize the urgency of different danger levels through motion effects.
[0132] In an optional embodiment, the secondary display effect can also combine text and graphic indicators to provide more detailed information. For example, for a high-risk head exposure, in addition to the color prompt, the text "High-risk head exposure" may be displayed, accompanied by a graphic indicator of a helmet or head outline. A medium-risk level may display the corresponding body part name and a simple icon; a low-risk level may only display the simplest graphic indicator. This multi-level information presentation meets the needs of different players for different levels of information detail.
[0133] like Figure 3As shown, in a specific application of this embodiment, when a player is defending in a smoke area on a desert map, the system monitors the relationship between various parts of the player character and the smoke in real time. The system detects that the player's head is exposed outside the smoke because they need to observe the enemy. At this time, the system immediately performs a danger level assessment and determines that the head is at level 3 danger (fatal risk). Differentiated prompt icons, such as two exclamation marks, are immediately displayed at the corresponding positions on the smoke control. After noticing these prompts, the player prioritizes adjusting the angle of their head to stay within the smoke. This differentiated prompt mechanism based on the danger level of body parts provides players with more accurate basis for tactical decision-making.
[0134] In a game area prompt method provided in an embodiment of the present application, after the step of displaying a prompt mark on the smoke control, the method further includes: Step S710, providing a posture adjustment option in the graphical user interface; Step S720, in response to the operation of the posture adjustment option, adjusting the posture of the player character so that the player character is more located in the smoke area, wherein the posture of the player character includes at least one of a crouching posture, a crawling posture, or a sideways posture.
[0135] Among them, posture adjustment options are interactive controls used to adjust the player character's posture. These can be buttons, sliders, or other interactive elements in a graphical user interface specifically designed to change the character's body posture, allowing players to quickly adjust their character to different postures, such as standing, crouching, crawling, or sideways, with simple operations. The posture adjustment options can be triggered by clicking, sliding, long pressing, and / or other operations. For example, players can click to select different posture adjustment options to change their character's posture.
[0136] In an optional embodiment, posture adjustment options are presented as icon buttons on the edge or corner of the screen, with each posture corresponding to an intuitive icon. For example, a crouching posture can be represented by a half-crouching human icon, a crawling posture can be represented by a lying human icon, and a sideways posture can be represented by a sideways human icon. Players can switch to the corresponding posture by clicking the corresponding icon.
[0137] In an alternative embodiment, the posture adjustment option can be a smart recommendation button. The system automatically calculates the optimal posture based on the current exposure of the player character and displays the recommended posture icon on the button. For example, if the system detects that the player's head is exposed outside the smoke area, the posture adjustment option will automatically recommend a crouching posture; if the system detects that the upper body is exposed, it will recommend a crawling posture.
[0138] In one specific application, upon detecting that a player character is partially exposed outside a smoke area, the game system displays a posture adjustment option next to the smoke control in the graphical user interface. The specific options are intelligently provided based on the current exposure status. For example, a flat-lying humanoid icon indicates a prone posture. When the player notices from the indicator on the smoke control that their character's head is exposed outside the smoke, they can simply click the flat-lying humanoid icon. The system will immediately adjust the character into a prone posture, placing the head within the smoke area, enhancing the character's concealment and safety.
[0139] The method provided in this embodiment reduces operational complexity by offering simple and straightforward posture adjustment options, allowing players to focus on tactical thinking rather than tedious posture adjustments, thereby enhancing the game's playability and tactical richness. From a technical perspective, this method addresses the issue of players being unable to accurately perceive their character's position within smoke in traditional games, thereby optimizing the practicality and interactive experience of smoke effects within the game.
[0140] In a game area prompt method provided in an embodiment of the present application, the method further includes: Step S810, displaying a human outline marker on a graphical user interface; Step S820: When it is determined that the player character has an exposed part, a part corresponding to the exposed part is displayed in the human outline identifier using the first display parameter.
[0141] The method provided in this embodiment enables the system to more intuitively display the player's character's exposure status. Players can directly understand which parts of their character's body are exposed outside the smoke area through the human outline, and then make corresponding adjustments. This solves the problem of computer game interaction in which players cannot accurately perceive the character's entire body situation in the first-person perspective, and improves the information feedback efficiency of the game system.
[0142] The above scheme is described in detail below.
[0143] In step S810 , a human outline marker is displayed on a graphical user interface.
[0144] The humanoid outline identifier is a graphical interface element used to represent the body structure of a game character. In an optional embodiment, the humanoid outline identifier is a simplified human outline graphic used to intuitively display the various body parts of the game character. For example, the humanoid outline identifier can be a simplified human silhouette, including outlines of major body parts such as the head, torso, and limbs.
[0145] In one specific application, when a player enters a game environment containing a smokey area, the game system automatically displays a fixed-position human-shaped silhouette icon in the lower-right corner of the graphical user interface. This icon automatically appears when the player character enters the smokey area and automatically hides after moving a certain distance away from the smokey area. This provides necessary information feedback without taking up unnecessary screen space and affecting the gaming experience.
[0146] In step S820, the first display parameter is a visual representation parameter used to distinguish between exposed parts and non-exposed parts in the human outline mark.
[0147] In an optional embodiment, the first display parameter includes a color attribute, which is used to distinguish the degree of exposure or exposure risk through different colors. For example, the system can use red to highlight severely exposed parts, yellow to highlight moderately exposed parts, and green to highlight slightly exposed parts, while unexposed parts remain in their original gray or semi-transparent state. This color coding method allows players to clearly identify the exposure status and severity of different body parts at a glance.
[0148] In an optional embodiment, the first display parameter includes a dynamic effect for enhancing the prominence of the prompt through visual effects such as flashing and pulsation.
[0149] In an optional embodiment, the first display parameter includes a graphic overlay effect, which indicates the exposure status by overlaying additional graphic symbols on specific parts of the human outline marker.
[0150] In a specific application of this embodiment, when a player character enters a smokey area in the game scene, the game system displays a humanoid outline on the right side of the graphical user interface. This outline uses simple lines to outline the character's main body parts, such as the head, torso, and limbs. The system detects the player character's relative position to the smokey area in real time. When the system detects that the character's left leg and part of the torso are exposed outside the smokey area, the humanoid outline immediately responds: the left leg is highlighted in red with a slight flashing effect, and the lower torso is highlighted in yellow. By observing this intuitive visual feedback, the player immediately understands which parts of their body are dangerously exposed and can quickly adjust their position or change their posture to avoid being discovered by the enemy. When the player successfully hides their entire body within the smokey area, all highlights on the humanoid outline disappear and return to a uniform gray translucent state, indicating that the player is now completely concealed.
[0151] Corresponding to the above method embodiment, the embodiment of the present disclosure further provides a game area prompting device 400, such as Figure 4 As shown, the device includes: The display module 410 is configured to provide a graphical user interface through the terminal device, wherein the graphical user interface includes a game scene, the game scene includes a smoke area and a player character controlled by the terminal device; A control module 420 is configured to display a smoke control in the graphical user interface, wherein the smoke control has an outline mark, and the outline mark is used to represent the range of the smoke area; a detection module 430 configured to detect a relationship between the player character and the smoke area, and determine whether the player character has an exposed part, wherein the exposed part is a part of the player character located outside the smoke area; The prompt module 440 is configured to display a prompt mark on the smoke control in response to determining that the player character has the exposed part, wherein the prompt mark is used to indicate the position of the exposed part in the smoke area.
[0152] The above-mentioned game area prompt device, through the method provided by this embodiment, enables players to intuitively understand the position status and exposure status of the character in the smoke area, enhances the player's perception and precise control of the tactical environment, and greatly improves the interactive experience; at the same time, the method provides players with more accurate smoke utilization strategies, increases the diversity of tactical choices, and enriches the depth of gameplay; in addition, the optimized UI feedback mechanism replaces heavy visual calculations, reduces device resource consumption, and improves system operation efficiency.
[0153] The present disclosure also provides an electronic device, such as Figure 5 As shown, the electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned game area prompt method.
[0154] Specifically, the game area prompt method includes: providing a graphical user interface through a terminal device, the graphical user interface including a game scene, the game scene including a smoke area and a player character controlled by the terminal device; A smoke control is displayed in a graphical user interface, wherein the smoke control has an outline identifier, and the outline identifier is used to represent the range of the smoke area; Detecting the relationship between the player character and the smoke area to determine whether there is an exposed part of the player character, wherein the exposed part is the part of the player character located outside the smoke area; In response to determining that the player character has an exposed part, a prompt mark is displayed on the smoke control, where the prompt mark is used to indicate the position of the exposed part in the smoke area.
[0155] Optionally, the step of displaying a prompt mark on the smoke control includes: Determine the relative position of the exposed part and the smoke area, wherein the relative position is based on the player character's direction; Display the prompt icon at the corresponding position of the smoke control according to the relative position.
[0156] Optionally, the smoke control includes a contour marker, the contour marker being used to characterize the range of the smoke area; According to the relative position, the prompt mark is displayed at the corresponding position of the smoke control: The prompt mark is displayed at the corresponding position of the outline mark according to the relative position.
[0157] Optionally, the smoke area is generated by at least one of the following methods: Player characters are generated in the game scene using game props; Produced in the game scene by other player characters using game props; Pre-generated in the game scene.
[0158] Optionally, the contour identifier includes multiple layers of contour sub-identifiers, and contour sub-identifiers of different layers represent different density areas of the smoke area, wherein different density areas are configured with different visual blocking effects.
[0159] Optionally, the step of displaying the prompt mark at the corresponding position of the outline mark according to the relative position is: Determine the target concentration area where the exposure site is in the smoke zone; A prompt mark is displayed at a corresponding position of the target sub-contour mark according to the relative position, wherein the target contour sub-marker is a contour sub-marker corresponding to the target concentration area.
[0160] Optionally, the method further comprises: When the player character is completely in the smoke area, the smoke control is displayed according to the first transparency value; When the smoke area only partially covers the field of view of the player character, the smoke control is displayed according to a second transparency value, wherein the first transparency value is less than the second transparency value.
[0161] Optionally, the method further comprises: Determining the player character's exposure level, the exposure level including at least two levels of exposure; The first display effect of the prompt mark is set according to the exposure degree, and the first display effect includes at least one of the following effects: color, motion effect, text, and mark.
[0162] Optionally, the method further comprises: determining a danger level corresponding to an exposed part, wherein the player character is divided into a plurality of body parts, different body parts correspond to different danger levels, and the exposed part is at least one body part among the plurality of body parts; The second display effect of the prompt sign is set according to the danger level corresponding to the exposed part, and the second display effect includes at least one of the following effects: color, motion effect, text, and logo.
[0163] Optionally, after the step of displaying a prompt mark on the smoke control, the method further includes: Provide posture adjustment options in the graphical user interface; In response to an operation on the posture adjustment option, the posture of the player character is adjusted so that the player character is more located in the smoke area, wherein the posture of the player character includes at least one of a crouching posture, a crawling posture, or a sideways posture.
[0164] Optionally, the method further comprises: Displaying a human silhouette icon on the graphical user interface; When it is determined that the player character has an exposed part, a part corresponding to the exposed part is displayed in the human outline identifier using the first display parameter.
[0165] Furthermore, Figure 5 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .
[0166] The memory 100 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 5 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.
[0167] The processor 101 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 101 or by instructions in the form of software. The above-mentioned processor 101 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, or discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor may be a microprocessor or the processor may be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.
[0168] The embodiment of the present disclosure also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to implement the above-mentioned game area prompt method. The specific implementation can be found in the method embodiment, which will not be repeated here.
[0169] Specifically, the game area prompt method includes: providing a graphical user interface through a terminal device, the graphical user interface including a game scene, the game scene including a smoke area and a player character controlled by the terminal device; A smoke control is displayed in a graphical user interface, wherein the smoke control has an outline identifier, and the outline identifier is used to represent the range of the smoke area; Detecting the relationship between the player character and the smoke area to determine whether there is an exposed part of the player character, wherein the exposed part is the part of the player character located outside the smoke area; In response to determining that the player character has an exposed part, a prompt mark is displayed on the smoke control, where the prompt mark is used to indicate the position of the exposed part in the smoke area.
[0170] Optionally, the step of displaying a prompt mark on the smoke control includes: Determine the relative position of the exposed part and the smoke area, wherein the relative position is based on the player character's direction; Display the prompt icon at the corresponding position of the smoke control according to the relative position.
[0171] Optionally, the smoke control includes a contour marker, the contour marker being used to characterize the range of the smoke area; According to the relative position, the prompt mark is displayed at the corresponding position of the smoke control: The prompt mark is displayed at the corresponding position of the outline mark according to the relative position.
[0172] Optionally, the smoke area is generated by at least one of the following methods: Player characters are generated in the game scene using game props; Produced in the game scene by other player characters using game props; Pre-generated in the game scene.
[0173] Optionally, the contour identifier includes multiple layers of contour sub-identifiers, and contour sub-identifiers of different layers represent different density areas of the smoke area, wherein different density areas are configured with different visual blocking effects.
[0174] Optionally, the step of displaying the prompt mark at the corresponding position of the outline mark according to the relative position is: Determine the target concentration area where the exposure site is in the smoke zone; A prompt mark is displayed at a corresponding position of the target sub-contour mark according to the relative position, wherein the target contour sub-marker is a contour sub-marker corresponding to the target concentration area.
[0175] Optionally, the method further comprises: When the player character is completely in the smoke area, the smoke control is displayed according to the first transparency value; When the smoke area only partially covers the field of view of the player character, the smoke control is displayed according to a second transparency value, wherein the first transparency value is less than the second transparency value.
[0176] Optionally, the method further comprises: Determining the player character's exposure level, the exposure level including at least two levels of exposure; The first display effect of the prompt mark is set according to the exposure degree, and the first display effect includes at least one of the following effects: color, motion effect, text, and mark.
[0177] Optionally, the method further comprises: determining a danger level corresponding to an exposed part, wherein the player character is divided into a plurality of body parts, different body parts correspond to different danger levels, and the exposed part is at least one body part among the plurality of body parts; The second display effect of the prompt sign is set according to the danger level corresponding to the exposed part, and the second display effect includes at least one of the following effects: color, motion effect, text, and logo.
[0178] Optionally, after the step of displaying a prompt mark on the smoke control, the method further includes: Provide posture adjustment options in the graphical user interface; In response to an operation on the posture adjustment option, the posture of the player character is adjusted so that the player character is more located in the smoke area, wherein the posture of the player character includes at least one of a crouching posture, a crawling posture, or a sideways posture.
[0179] Optionally, the method further comprises: Displaying a human silhouette icon on the graphical user interface; When it is determined that the player character has an exposed part, a part corresponding to the exposed part is displayed in the human outline identifier using the first display parameter.
[0180] 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 computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the existing technology, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a number of instructions for enabling a computer device (which can be a personal computer, terminal device, or network device, etc.) to execute all or part of the steps of the various embodiments of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, and other media that can store program code.
[0181] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0182] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure shall be subject to the scope of protection of the claims.
Claims
1. A game area prompt method, characterized in that: The method comprises: Providing a graphical user interface through a terminal device, wherein the graphical user interface includes a game scene, wherein the game scene includes a smoke area and a player character controlled by the terminal device; Displaying a smoke control in the graphical user interface, wherein the smoke control has an outline mark, and the outline mark is used to represent the range of the smoke area; detecting a relationship between the player character and the smoke area to determine whether the player character has an exposed part, wherein the exposed part is a part of the player character located outside the smoke area; In response to determining that the player character has the exposed part, a prompt mark is displayed on the smoke control, where the prompt mark is used to indicate that the exposed part is located in the smoke area.
2. The method according to claim 1, characterized in that The step of displaying a prompt mark on the smoke control comprises: Determining a relative position between the exposed portion and the smoke area, wherein the relative position is based on a character orientation of the player character; The prompt mark is displayed at a corresponding position of the smoke control according to the relative position.
3. The method according to claim 1, characterized in that The smoke control includes a contour mark, and the contour mark is used to represent the range of the smoke area; The prompt mark displayed at the corresponding position of the smoke control according to the relative position is: The prompt mark is displayed at a corresponding position of the outline mark according to the relative position.
4. The method according to claim 1, wherein The smoke area is generated by at least one of the following methods: The player character is generated in the game scene using game props; Produced by other player characters using game props in the game scene; Pre-generated in the game scene.
5. The method according to claim 3, characterized in that The contour identifier includes multiple layers of contour sub-identifiers, and the contour sub-identifiers at different layers represent different density areas of the smoke area, wherein different density areas are configured with different visual blocking effects.
6. The method according to claim 5, characterized in that The step of displaying the prompt mark at the corresponding position of the contour mark according to the relative position is: Determining that the exposure part is in a target concentration area of the smoke area; The prompt mark is displayed at a corresponding position of the target sub-contour mark according to the relative position, wherein the target contour sub-marker is a contour sub-marker corresponding to the target concentration area.
7. The method according to claim 1, characterized in that The method further comprises: When the player character is completely within the smoke area, displaying the smoke control according to a first transparency value; When the smoke area only partially covers the field of view of the player character, the smoke control is displayed according to a second transparency value, wherein the first transparency value is smaller than the second transparency value.
8. The method according to claim 1, characterized in that The method further comprises: determining an exposure level of the player character, the exposure level comprising at least two exposure levels; A first display effect of the prompt logo is set according to the exposure degree, and the first display effect includes at least one of the following effects: color, motion effect, text, and logo.
9. The method according to claim 1, characterized in that The method further comprises: Determining a danger level corresponding to the exposed part, wherein the player character is divided into a plurality of body parts, different body parts correspond to different danger levels, and the exposed part is at least one body part among the plurality of body parts; The second display effect of the prompt mark is set according to the danger level corresponding to the exposed part, and the second display effect includes at least one of the following effects: color, motion effect, text, and mark.
10. The method according to claim 1, characterized in that After the step of displaying a prompt mark on the smoke control, the method further includes: providing a posture adjustment option in the graphical user interface; In response to the operation of the posture adjustment option, the posture of the player character is adjusted so that the player character is more located in the smoke area, wherein the posture of the player character includes at least one of a crouching posture, a crawling posture or a sideways posture.
11. The method according to claim 1, wherein The method further comprises: Displaying a human-shaped outline logo on the graphical user interface; When it is determined that the player character has the exposed part, a part corresponding to the exposed part is displayed in the human outline identifier using a first display parameter.
12. A smoke area prompt device in a game, characterized in that: The device comprises: a display module configured to provide a graphical user interface through a terminal device, wherein the graphical user interface includes a game scene, the game scene includes a smoke area and a player character controlled by the terminal device; A control module configured to display a smoke control in the graphical user interface, wherein the smoke control has an outline mark, and the outline mark is used to represent the range of the smoke area; a detection module configured to detect a relationship between the player character and the smoke area, and determine whether the player character has an exposed part, wherein the exposed part is a part of the player character located outside the smoke area; The prompt module is configured to display a prompt mark on the smoke control in response to determining that the player character has the exposed part, wherein the prompt mark is used to prompt the position of the exposed part in the smoke area.
13. An electronic device comprising a processor and a memory, wherein the memory stores a computer program, wherein: When the processor executes the computer program, the method according to any one of claims 1 to 11 is implemented.
14. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the method according to any one of claims 1 to 11 is implemented.