Game area prompting method and device, electronic equipment and storage medium
Patent Information
- Application Number
- CN202510529654.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-25
- Publication Date
- 2026-10-16
- Estimated Expiration
- 2045-04-25
AI Technical Summary
相关技术中,射击游戏在使用烟雾弹后仅在屏幕中心呈现一团体积雾,玩家可以在雾内隐藏自身行动,而雾外玩家不借助特殊道具无法看透雾内情况
[0009] Other features and advantages of this disclosure will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.
Smart Images

Figure CN120478958B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of gaming, and in particular to a method, apparatus, electronic device, and storage medium for indicating game areas. Background Technology
[0002] In shooting games, players typically engage in combat within complex battlefield environments. Smoke grenades, as crucial tactical tools, create concealment, helping players hide their movements or obstruct enemy vision. In current technology, after using a smoke grenade, only a small cloud of fog appears in the center of the screen. Players can hide within the fog, while those outside cannot see through it without special tools. However, from a first-person perspective, players lack precise judgment of character model height and the exposed parts of their bodies, relying only on a limited view of the screen. This makes it difficult to determine if they are fully covered by smoke. This design makes user operation cumbersome, requiring constant movement and repositioning to ensure safety; it also makes gameplay simplistic, limiting the strategic use of smoke; furthermore, the system needs to frequently calculate the relationship between the character and the smoke, consuming significant device resources, especially increasing server load during multiplayer battles. Summary of the Invention
[0003] The purpose of this disclosure is to provide a game area prompting method, device, electronic device, and storage medium to provide intuitive and visual prompts on the exposure status of characters in smoke areas, thereby improving the accuracy of tactical decision-making.
[0004] In a first aspect, this disclosure provides a method for indicating a game area, which provides a graphical user interface (GUI) via a terminal device. The GUI includes a game scene, which includes a smoke area and a player character controlled by the terminal device. A smoke control is displayed in the GUI, the smoke control having an outline marker that represents the extent of the smoke area. The relationship between the player character and the smoke area is detected to determine whether the player character has any exposed parts, wherein the exposed parts are parts of the player character located outside the smoke area. In response to determining that the player character has exposed parts, an indicator is displayed on the smoke control, the indicator indicating the location of the exposed parts within the smoke area.
[0005] Secondly, this disclosure provides a smoke area prompting device for a game. The device includes: a display module configured to provide a graphical user interface (GUI) via a terminal device, the GUI 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 GUI, the smoke control having an outline marker, the outline marker being used to characterize the extent of the smoke area; a detection module configured to detect the relationship between the player character and the smoke area, determining whether the player character has exposed parts, wherein exposed parts are parts of the player character located outside the smoke area; and a prompting module configured to display a prompting marker on the smoke control in response to determining that the player character has exposed parts, the prompting marker being used to indicate the location of the exposed parts within the smoke area.
[0006] Thirdly, this disclosure provides an electronic device, including a processor and a memory, wherein a computer program is stored in the memory, and the processor executes the computer program to perform the steps in the game area prompting method described in any of the preceding claims.
[0007] Fourthly, this disclosure provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, is implemented to perform the steps in the game area prompting method described in any of the preceding claims.
[0008] This disclosure provides a method, apparatus, electronic device, and storage medium for indicating game areas. A graphical user interface (GUI) is provided via a terminal device. The GUI includes a game scene, a smoke area, and a player character controlled by the terminal device. A smoke control with an outline marker is displayed in the GUI, representing the extent of the smoke area. The relationship between the player character and the smoke area is detected to determine if the player character has any exposed parts, where exposed parts are parts of the player character located outside the smoke area. In response to determining that the player character has exposed parts, an indicator is displayed on the smoke control, indicating the location of the exposed parts within the smoke area. This method allows players to intuitively understand the character's position and exposure status within the smoke area, enhancing their perception and precise control of the tactical environment and significantly improving the interactive experience. Simultaneously, this method provides players with more precise smoke utilization strategies, increasing the diversity of tactical choices and enriching the depth of gameplay. Furthermore, by replacing heavy visual computation with an optimized UI feedback mechanism, it reduces device resource consumption and improves system operating efficiency.
[0009] Other features and advantages of this disclosure will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.
[0010] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0011] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0012] Figure 1 A flowchart illustrating a game area prompting method provided in this embodiment of the disclosure; Figure 2 A schematic diagram of an interface showing a smoke profile provided in an embodiment of this disclosure; Figure 3 A schematic diagram of an interface for another smoke profile provided in an embodiment of this disclosure; Figure 4 This is a schematic diagram of the structure of a game area prompting device provided in an embodiment of the present disclosure; Figure 5 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation
[0013] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.
[0014] Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely to illustrate selected embodiments of the disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.
[0015] In one alternative implementation, the game area hint method provided in this disclosure can run on a terminal device and / or a server.
[0016] When the game area prompting method runs on a server, it can be implemented and executed based on a cloud interaction system. In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of the game character's transmission method are completed on the cloud gaming server. The client device 10 is used for data reception, transmission, and game screen presentation. For example, the client device 10 can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. During gameplay, the player operates the client device 10 to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device 10 via the network, and finally, the client device 10 decodes and outputs the game screen.
[0017] In one optional implementation, when the game area prompting method is used on a terminal device, the terminal device can be a local terminal device. Taking a game as an example, the terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various 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 can include a display screen and a processor. The display screen is used to display the graphical user interface, which includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0018] The preceding text introduced the hardware environment required for this disclosure. The following text will, based on the aforementioned hardware environment and taking a terminal device as the execution subject, detail various embodiments of the game area prompting method provided by this disclosure.
[0019] This embodiment provides a method for indicating game areas. Figure 1 This is a flowchart of a game area prompting method according to an embodiment of the present disclosure, such as... Figure 1 As shown, the process includes the following steps: This embodiment provides a method for indicating game areas. Figure 1 This is a flowchart of a game area prompting method according to an embodiment of the present disclosure, such as... Figure 1 As shown, the process includes the following steps: Step S110: Provide a graphical user interface through the terminal device. The graphical user interface includes a game scene, which includes a smoke area and a player character controlled by the terminal device. Step S120: Display a smoke control in the graphical user interface. The smoke control has an outline marker, which is used to characterize the extent of the smoke area. Step S130: Detect the relationship between the player character and the smoke area to determine whether the player character has any exposed parts, where exposed parts are parts of the player character located outside the smoke area; In step S140, in response to determining that the player character has exposed parts, a prompt icon is displayed on the smoke control. The prompt icon is used to indicate the location of the exposed parts in the smoke area.
[0020] The method provided in this implementation allows the game system to intuitively display the player character's status information within a smoke zone. In first-person perspective games, players often struggle to fully understand their character's exact position and status in the game environment, especially whether different parts of their body are exposed outside the smoke zone. This solution, by displaying smoke controls on the interface along with prompts, allows players to clearly and intuitively perceive the relative position of their character to the smoke zone, enabling them to adjust their position in time and avoid being detected by the enemy. This interactive method not only enhances the game's interactive experience, allowing players to make tactical decisions based on more accurate information, but also strengthens the game's strategic and skill-based aspects, enriches tactical options, and solves the technical problem of insufficient communication of virtual character status information in computer games.
[0021] The steps described above are explained in detail below.
[0022] In step S110, a graphical user interface is provided through the terminal device. The graphical user interface includes a game scene, which includes a smoke area and a player character controlled by the terminal device.
[0023] In computer games, a game scene refers to a virtual environment constructed to house various game elements and gameplay mechanics. Specifically, a game scene is the virtual world or environment presented to the player in a video game, containing various game elements such as terrain, buildings, and obstacles. For example, a game scene could be a city block containing various buildings, cover, open areas, and complex terrain, providing a rich selection of environments for tactical gameplay.
[0024] In this context, a smoke area refers to a specific area in the game scene that has a visual obstruction effect, hindering the player's line of sight and serving as tactical cover or area control. For example, by clicking, a player can create or observe a visually obstructed smoke effect area at a certain location in the game scene.
[0025] In one alternative implementation, the smoke area is a tactical element in the game, characterized by a certain degree of visual obstruction that blocks the player's line of sight, providing cover and tactical possibilities. For example, in a tactical shooting game, the smoke area could be a spherical or cylindrical area with a diameter of approximately 5-10 meters, significantly reducing visibility within it and making it difficult for the player to see what's happening inside.
[0026] In one alternative implementation, the smoke area may have a certain duration, providing tactical cover during this time, after which it gradually dissipates. 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 one alternative implementation, the smoke region may have different densities and effects, such as the central region being completely blocked from view while the peripheral regions are partially transparent. For example, the smoke region may be designed as a structure that diffuses outward from the center, with the central region being completely invisible, while visibility increases by 20% for every 1 meter increase in the outer radius, creating an effect of gradually increasing visibility from the inside out.
[0028] In one specific application, once the game begins, the system presents a city ruins game scene with complex terrain and various cover on the display device. During the player character's encounter with the enemy, smoke zones may appear within the area. These smoke zones are dense, grayish-white fogs that significantly reduce visibility, providing tactical cover or creating visual obstacles for the player. Players need to rationally plan their movement routes and tactical strategies based on the location and extent of the smoke zones to gain a tactical advantage.
[0029] In an alternative implementation, the smoke area is generated by at least one of the following methods: Found when a player character uses in-game items within the game environment; Generated by other player characters using game items in the game scene; Pre-generated within the game scene.
[0030] Game items are virtual objects that players can acquire and use in the game to achieve specific game functions or effects. For example, in a tactical shooting game, a player can throw a smoke grenade by pressing a specific button; the smoke grenade releases smoke upon landing, creating a smoke zone. 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 one optional implementation, other player characters can be enemy characters who are in an adversarial relationship with the current player; they may use smoke items to cover themselves or obstruct the current player's vision. In another optional implementation, other player characters may also be teammates who are cooperating with the current player; they use smoke items to provide tactical support.
[0031] Among them, the smoke area generated in advance in the game scene refers to the fixed smoke area that is 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 implementation, 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 continuous thick smoke billowing from a factory area, or sulfurous smoke in a volcano map; these areas always have a smoke effect.
[0033] In an alternative implementation, pre-generated smoke zones may appear based on game progress or event triggers. For example, when the game reaches a certain stage or a player triggers a specific event, smoke may automatically appear in certain areas, such as the thick smoke produced by a building catching fire or the dust after an explosion.
[0034] In one alternative implementation, the pre-generated smoke area may change its extent or effect as game time or conditions change. For example, in some survival games, the edges of the map may gradually be covered by harmful smoke as the game progresses, forcing players to move to safe areas.
[0035] like Figure 1As shown in this embodiment, in a specific application, players can encounter smoke zones in various ways while playing a tactical competitive shooting game. Players can select a smoke grenade from their equipment and throw it. Upon landing, the smoke grenade releases a dense cloud of white smoke, forming a spherical smoke zone approximately 5 meters in diameter. Simultaneously, enemy players may also throw smoke grenades nearby, creating another smoke zone. Furthermore, in the central area of the map, there is a burning building. The system pre-sets for continuous smoke to billow from this building, forming a fixed smoke zone. When a player character approaches or enters these smoke zones, the system automatically detects the player character's position relative to the smoke zone and displays corresponding smoke controls and indicator lights on the interface, helping players quickly understand which parts of their body are exposed to the smoke.
[0036] In step S120, a smoke control is displayed in the graphical user interface. The smoke control has an outline marker, which is used to characterize the extent of the smoke area.
[0037] Smoke controls are interactive elements in a graphical user interface used to represent information related to smoke areas, visually conveying key information such as the extent and status of the smoke area to the player. Smoke controls can be interacted with through clicks, swipes, long presses, and / or other actions.
[0038] In an optional implementation, a smoke control refers to a user interface element overlaid on the game interface to visually represent the range, shape, and state of the smoke area, helping players understand their relative position to the smoke area. For example, such as... Figure 2 As shown, the smoke control can be a semi-transparent spherical or circular outline displayed at a certain position on the screen. Its shape and size intuitively reflect the actual range and shape of the smoke area in the game scene.
[0039] In an alternative implementation, the smoke control can dynamically adjust its display effects, including attributes such as transparency, color, and size, 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 to alert the player that the smoke cover is about to fail.
[0040] In one alternative implementation, the smoke control not only has a display function but may also have some interactive functionality, allowing players to obtain more detailed information about the smoke area through interaction with the smoke control. For example, players might be able to tap the smoke control to view the remaining duration of the smoke area, or adjust the viewing angle through specific gestures to obtain a better tactical view.
[0041] Among them, the outline markers are visual elements in the smoke control used to intuitively represent the boundaries and range of the smoke area, helping players understand the spatial extent covered by the smoke.
[0042] In an alternative implementation, the outline identifier refers to a visual element in the smoke control used to clearly define the boundary of the smoke area, typically represented as a closed geometric outline, such as a circular, elliptical, or irregularly shaped boundary line. For example, as... Figure 2 As shown, the outline marker may be a white, semi-transparent circular line displayed on the screen, visually representing the outer edge of the smoke area.
[0043] In an alternative implementation, the visual representation of the outline markers can be adjusted according to 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 markers may appear as dark lines, while in a dark environment they may switch to light lines, ensuring that players can always clearly perceive the boundaries of the smoke area.
[0044] In one specific application, when a smoke area appears in a game scene, the system displays a smoke control at an appropriate location on the screen. This control includes an outline marker corresponding to the shape of the smoke area. For example, if the smoke area in the scene is spherical, the outline marker will appear as a circular boundary, clearly indicating the extent of the smoke area. This outline marker uses a semi-transparent white line design, which does not excessively interfere with the game screen, while ensuring that players can intuitively understand the boundary position of the smoke area, providing important reference information for tactical decisions.
[0045] In step S103, the relationship between the player character and the smoke area is detected to determine whether the player character has any exposed parts, wherein the exposed parts are the parts of the player character located outside the smoke area.
[0046] Among them, detection refers to the system's real-time monitoring and analysis of the spatial relationship between the player character and the smoke area to determine whether the character is completely within the smoke area.
[0047] In an alternative implementation, detection refers to the game system determining the relative position of the character to the smoke area by calculating whether various parts of the player character model are within the boundary of the smoke area. For example, the system can 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 one alternative implementation, the detection process is real-time and continuous. The system constantly updates the relative position of the player character and the smoke area to ensure that the latest status is reflected even when the player moves or the smoke area changes. For example, the game system recalculates the positional relationship between 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 the status information.
[0049] In an alternative implementation, the detection mechanism can employ various algorithms and techniques, such as collision detection, spatial partitioning, and ray casting, selecting the most suitable solution based on the specific needs and performance considerations of the game.
[0050] Exposed parts refer to body parts of the player character model located outside the boundary of the smoke area. These parts may be observed by other players, thus losing the protection of the smoke cover.
[0051] In one alternative implementation, exposed areas refer to parts of the player character model that are not covered by the smoke area. These parts may be visible to enemy players during the game, increasing the risk of being detected and attacked. For example, if the player character's head or upper body extends beyond the boundary of the smoke area, these extended body parts will be identified as exposed areas by the system, requiring the player to be provided with appropriate location information.
[0052] In one alternative implementation, the determination of exposed body parts may take into account the strategic importance of different body parts. For example, the exposure of critical parts such as the head and chest may be given higher priority by the system. For instance, when a player character's head is exposed outside a smoke area, the system may provide a more obvious warning because head exposure usually means a higher risk of being detected or hit.
[0053] In one specific application, the game 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, and 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 boundary of the smoke area, it will identify these parts as exposed parts and convey this information to the player in the next step through the prompt icon on the smoke control, so that the player can adjust their position or posture in time to obtain a better cover effect.
[0054] In step S140, in response to determining that the player character has exposed parts, a prompt icon is displayed on the smoke control. The prompt icon is used to indicate the location of the exposed parts in the smoke area.
[0055] The indicator is a visual element displayed on the smoke control, used to visually indicate to the player the direction and location of the exposed parts of the character.
[0056] In an alternative implementation, the indicator refers to a specific visual element displayed on the smoke control to clearly communicate to the player which parts of the character are exposed outside the smoke area, and the relative positions of these exposed parts. For example, such as... Figure 2 As shown, the indicator may appear as an arc on the edge of the smoke control, pointing in the direction in which the player character is exposed, allowing the player to intuitively understand which direction to move in order to better hide in the smoke.
[0057] In one optional implementation, the position of the indicator is dynamically adjusted based on the player character's orientation and the relative position of the exposed part, ensuring that the player can intuitively understand the actual location of the exposed part regardless of which direction they are facing. For example, if the player character is facing north and their head is exposed outside the eastern side of the smoke area, the indicator will appear to the right (east) of the smoke control; if the player turns to face west, the same exposure situation will cause the indicator to appear behind the smoke control (east), always maintaining consistency and intuitiveness in orientation.
[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, its 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 forward, successfully concealing their entire body within the smoke area, avoiding the risk of being detected by enemy snipers on the opposite building, and successfully completing a tactical repositioning.
[0059] In a game area prompting method provided in one embodiment of this application, the step of displaying a prompt icon on the smoke control includes: Step S210: Determine the relative position of the exposed part and the smoke area, wherein the relative position is based on the player character's facing direction; Step S220: Display a prompt icon at the 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 to the smoke area. This effectively provides players with intuitive and visual feedback, allowing them to clearly understand their character's exposure status in the smoke and adjust their posture or position in time for better concealment. This design enhances the game's interactive experience, strengthens the player's perception of the game environment, enriches the game's tactical layers and strategic diversity, and solves the technical problem in computer games where players find it difficult to accurately perceive their character's position in special environments, enabling players to better utilize the game environment for tactical decision-making.
[0061] The above plan will be explained 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 player character's orientation.
[0063] Exposed body parts refer to parts of the player character located outside the smoke area. These parts may include components of the player character such as the head, torso, and limbs. When these parts are exposed outside the smoke area, they may be spotted by enemy players, thus increasing the player character's risk.
[0064] Relative position refers to the orientation of the exposed part relative to the smoke area, determined based on the player character's facing direction. By determining the relative position, players can clearly see which parts of their body are exposed outside the smoke area and thus take appropriate countermeasures.
[0065] In an alternative implementation, relative position can be represented by direction, such as eight or more directions like front, back, left, right, left front, right front, left back, and right back. For example, if the player character's head is outside the right edge of the smoke area, the relative position can be defined as "right side".
[0066] In an alternative implementation, the relative position may also include distance information, indicating the distance between the exposed area and the edge of the smoke area. For example, the system may classify the distance into three levels: near, medium, and far, or use specific numerical units, such as "2 meters to the right".
[0067] Character orientation refers to the direction the player character faces in the game world, typically controlled by the player through input devices such as keyboards, mice, and gamepads. Using character orientation as a baseline ensures that the prompts align with the player's subjective experience, improving the intuitiveness and usability of the prompts. This character orientation can be changed through clicks, swipes, long presses, and / or other actions. For example, a swipe can change the character's orientation.
[0068] In one alternative implementation, the character's orientation can be aligned with the game camera's viewpoint, especially in first-person perspective games. For example, in a first-person shooter, the player's view is the character's orientation, and the player changes the character's orientation by moving the camera. In other implementations, the character's orientation can be different from the game camera's viewpoint, meaning that controlling the character's orientation does not affect changes to the game screen.
[0069] In step S220, a prompt icon is displayed at the 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 exposed body part's position relative to the smoke area. By displaying a prompt at this corresponding position, the player can be intuitively informed which body part is exposed outside the smoke area. In an optional implementation, 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 located to the right of the player character, the corresponding position is the right edge of the smoke control.
[0071] In an alternative implementation, the corresponding position can 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 can be determined by the angle; if the smoke control is rectangular, it can be determined by the side or corner.
[0072] like Figure 2 As shown, in a specific application of this embodiment, in a tactical shooting game scenario, the player uses a smoke grenade to create a spherical smoke area with a diameter of approximately 5 meters. A circular smoke control is displayed in the lower right corner of the game interface, its outline clearly indicating the boundary of the smoke area. When the player character stands at the edge of the smoke, with their head and left shoulder exposed outside the smoke, the system determines that the exposed part is located slightly to the left in front of the player based on the player's current orientation (facing north on the game map). Subsequently, the system displays a flashing red triangle indicator slightly to the left in front of the smoke control. After noticing this indicator, the player quickly crouches down and moves a few steps to the right and rear, placing the character completely within the smoke area, successfully avoiding the risk of being detected by the enemy sniper and safely completing the tactical position adjustment.
[0073] In a game area prompting method provided in one embodiment of this application, the prompting identifier is displayed at the corresponding position of the smoke control according to the relative position as follows: the prompting identifier is displayed at the corresponding position of the outline identifier according to the relative position.
[0074] like Figure 2As shown in a specific application of this embodiment, after the smoke grenade explodes, a circular smoke control immediately appears in the upper left corner of the game interface, containing a white, semi-transparent circular outline marker that clearly indicates the extent of the smoke area. When the player character hides in the smoke and crouches, an arc-shaped marker appears above the left of the smoke control's outline marker, indicating that the player character's head is exposed from the upper left of the smoke area. The player immediately adjusts their view and lowers their posture, completely concealing the character within the smoke. The red warning symbol then disappears, indicating that the exposure problem has been resolved and the player has successfully avoided the risk of being detected by an enemy sniper.
[0075] In an optional implementation, the outline marker includes multiple layers of outline sub-markers, with different layers of outline sub-markers representing different concentration areas of smoke, wherein different concentration areas are configured with different visual occlusion effects.
[0076] The method provided in this embodiment allows smoke areas of varying concentrations to be visually displayed to the user through different levels of outline sub-markers, enabling players to accurately determine their position within the smoke area and the surrounding environment. Simultaneously, different concentration areas correspond to different visual occlusion effects, enhancing the realism and tactical depth of the game scene and improving players' decision-making ability and operational accuracy in smoke environments. This multi-layered smoke indication mechanism not only enriches the game's visual presentation and interactive experience but also solves the technical problem of players being unable to accurately perceive the distribution of smoke areas in traditional games, effectively improving the rationality and accuracy of tactical decisions in the game.
[0077] The outline sub-identifier is a visual marker used in the smoke control to distinguish areas of smoke with different concentrations. The outline sub-identifier can be presented through different visual elements such as color, line thickness, transparency, shape, or pattern.
[0078] In an alternative implementation, the outline sub-identifiers 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 a high-concentration smoke area, the middle ring representing a medium-concentration area, and the outermost ring representing a low-concentration edge area. This allows players to intuitively understand the distribution of smoke. Figure 3 As shown.
[0079] In one alternative implementation, the outline markers can use different shades of color to represent smoke density; for example, dark colors represent high-density areas, medium shades represent medium-density areas, and light colors represent low-density areas. This color gradient allows players to quickly identify their surrounding smoke environment, judge the strength of concealment, and thus make more accurate tactical decisions.
[0080] Different concentration zones refer to areas in a game scene where smoke has varying density, resulting in different visual and functional characteristics. These zones can be defined based on factors such as smoke particle density, smoke diffusion time, and distance from the smoke's center. Each concentration zone has a different impact on the player's visual experience and game mechanics.
[0081] In an alternative implementation, different concentration zones can be divided into multiple levels based on the density of smoke particles, such as high, medium, and low concentration zones. For example, a high-concentration core zone can be formed near the explosion point, followed by a medium-concentration transition zone and a low-concentration edge zone as the distance increases. This layered design makes the smoke effect more natural and provides players with more tactical options.
[0082] In one alternative implementation, different concentration zones can dynamically change over time to simulate the diffusion and dissipation of real smoke. For example, when smoke is first released, the high-concentration zone is small but has a significant effect. As time goes on, the high-concentration zone gradually expands and then shrinks, eventually dissipating completely. This dynamic change increases the uncertainty and tactical depth of the game.
[0083] In one alternative implementation, different concentration zones can be influenced by environmental factors such as wind direction, terrain, or other game props. For example, in a windy environment, the various concentration zones of smoke may extend in a specific direction, 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 to which smoke obscures a player's field of vision, affecting their ability to observe objects and other characters in the game scene. Visual occlusion can be achieved by adjusting parameters such as the density, transparency, color, and effects of smoke particles on the screen; different levels of occlusion correspond to different gameplay experiences and tactical values.
[0085] Furthermore, in a game area prompting method provided in one embodiment of this application, the step of displaying a prompting icon at the corresponding position of the outline icon according to the relative position includes: Step S310: Determine the target concentration area of the exposed part within the smoke area; Step 320: Display a prompt icon at the corresponding position of the target sub-contour icon according to the relative position, wherein the target sub-contour icon is the contour icon corresponding to the target concentration area.
[0086] The method provided in this embodiment enables the system to more accurately reflect the specific smoke concentration area where the player character's exposed parts are located. This not only allows players to understand their own exposure status but also to perceive the smoke concentration area within which their exposed parts are situated, thus enabling more targeted tactical decisions. This method enhances the accuracy of information feedback in the game interface and improves the interactive experience by displaying prompts on the outline sub-markers corresponding to specific concentration areas. It also enriches the tactical utilization depth of smoke areas in the game, providing players with a more nuanced battlefield perception, thereby solving the technical problem in computer games where players struggle to accurately perceive the character's position and status in complex environments.
[0087] In step S310, the target concentration area of the exposed part in the smoke area is determined.
[0088] Determining the target concentration area of the exposed part within the smoke zone refers to determining the relationship between the player character's exposed part and different concentration levels within the smoke zone.
[0089] In an optional implementation, the target concentration area refers to a specific concentration level of the smoke area where the exposed part is located or is about to enter. For example, the smoke area can be divided into three concentration areas: a high-concentration core area, a medium-concentration transition area, and a low-concentration edge area. The system determines which concentration area the exposed part is in or closest to by calculating the distance relationship between the exposed part and the boundary of each concentration area.
[0090] In an alternative implementation, the process of determining the target concentration area can be achieved by calculating the distance between the exposed site and the center point of the smoke area. For example, the system can divide the smoke area into multiple concentric circular concentration areas based on a distance threshold, then calculate the distance between the exposed site and the center of the smoke, map the exposed site to the corresponding concentration area, and determine 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 a preset concentration area boundary threshold, the system determines that the exposed part of the right hand is in the low concentration edge area, while the exposed part of the right leg is in the medium concentration transition area. This provides accurate positional information for subsequently displaying prompts on the corresponding outline sub-identifiers.
[0092] In step S320, a prompt icon is displayed at the corresponding position of the target sub-contour icon according to the relative position, wherein the target sub-contour icon is the contour icon corresponding to the target concentration area.
[0093] The target sub-outline identifier is a visual element in the smoke control's outline identifier that represents a specific concentration area. Target sub-outline identifiers typically correspond one-to-one with target concentration areas, used to visually represent the range of smoke areas with different concentrations on the user interface.
[0094] In an alternative implementation, the target sub-contour markers can employ different visual representations to distinguish different density areas, such as different colors, line thicknesses, or transparency. For example, ... Figure 3 As shown, high-concentration areas can be identified using dark, thick outlines, medium-concentration areas can be identified using medium-thick outlines, and low-concentration areas can be identified using thin outlines, allowing players to intuitively identify areas of different concentrations.
[0095] In an alternative implementation, displaying a prompt at the corresponding location of the target sub-outline marker can be achieved at the UI level by adding a prominent visual marker at the location of the target sub-outline marker that corresponds to the relative orientation of the exposed area. For example, when the exposed area is located to the right of the player character and is in a medium-concentration area, the system will display a prompt to the right of the outline sub-marker representing the medium-concentration area.
[0096] like Figure 3 As shown in the illustration, in a specific application of this embodiment, a player uses a smoke grenade to create a smoke area with multiple layers of density zones in a game scene. The system displays a corresponding smoke control on the interface, which includes three concentric circular outline sub-identifiers, corresponding to high, medium, and low density zones respectively. When the player character partially enters the smoke area, the system detects that the player's right arm is exposed outside the smoke and located near the medium density zone. The system immediately determines that the exposed part is in the medium density zone and, based on the player's orientation, calculates that the exposed part of the right arm is located at approximately 75 degrees to the player's right. Subsequently, the system displays a yellow triangle warning icon at a 75-degree angle to the right of the middle outline sub-identifier representing the medium density zone, clearly indicating to the player that their right arm is exposed outside the smoke area in this direction and may be spotted by enemy players. Upon seeing this warning, the player quickly adjusts their position, moving their right arm completely into the smoke area, successfully avoiding the risk of being spotted by the enemy.
[0097] In a game area prompting method provided in one embodiment of this application, the method further includes: Step S410: When the player character is completely within the smoke area, display the smoke control according to the first transparency value; Step S420: When the smoke area only partially covers the player character's field of vision, display the smoke control according to the second transparency value, wherein the first transparency value is less than the second transparency value.
[0098] The method provided in this embodiment enables the system to adjust the display effect according to the player character's position within the smoke area. This ensures that the player can clearly perceive the smoke range while avoiding excessive interface elements interfering with the game's field of vision in specific scenarios. This dynamic transparency adjustment mechanism not only enhances the player's visual experience in smoke environments and increases the depth and fun of smoke tactics in game scenarios, but also solves the problems of field of vision interference and information overload caused by fixed smoke UI displays in existing technologies, achieving intelligent and context-aware game interface elements.
[0099] The above plan will be explained in detail below.
[0100] In step S410, when the player character is completely within the smoke area, the smoke control is displayed according to the first transparency value.
[0101] In this context, "the player character is completely within the smoke area" means that all parts of the player character's body are within the smoke area generated in the game scene, with no part of the player character exposed outside the smoke area.
[0102] In an alternative implementation, the determination that 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 3D model of the player character into multiple detection points, and determine that the player character is completely within the smoke area when all detection points are located within the boundary of 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 implementation, the first transparency value can be a low value, making the smoke control semi-transparent to reduce interference with the player's view. For example, the system can set the first transparency value to 30%, in which case the smoke control will be displayed on the interface in a more discreet manner, providing information about the smoke area without excessively occupying the player's visual attention.
[0105] In one specific application, when a player throws a smoke grenade and fully enters the smoke cover during intense combat, the system detects that all parts of the player character's body are within the smoke area. At this point, the smoke controls are displayed on the screen with 90% transparency (i.e., the first transparency value). This low transparency ensures that the player can see the necessary positional information in the smoke, while minimizing interference with vision, allowing the player to focus on listening to the footsteps of surrounding enemies and judging tactical movements.
[0106] The player character's field of view refers to the area 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 size and shape of the field of view are affected by various factors such as the game's perspective mode, environmental factors, and the character's status. For example, when entering a smoke-filled area, the field of view will be partially or completely obscured by the smoke effect.
[0107] The second transparency value refers to a parameter used by the game system to adjust the clarity of interface elements when the smoke area only partially covers the player character's field of vision. A higher value makes the interface elements more clearly visible. For example, in a tactical shooting game, when the player is at the edge of a smoke area, the system sets the transparency value of the smoke controls to 10%, making them less visible and easier for the player to judge the boundary of the smoke area.
[0108] In one alternative implementation, the second transparency value can be set to a specific numerical range and dynamically adjusted according to the specific circumstances of the player's environment. For example, in a competitive shooting game, when smoke only covers 30% of the player's field of vision, the system may set the transparency value of the relevant indicator interface 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 vision.
[0109] In one specific application, when a player character in a game stands at the edge of a smoke-filled area, where the smoke only covers about 40% of the player's field of vision, the system detects this and reduces the transparency value of the smoke range indicator interface from 0.85 (the value when completely within the smoke area) to 0.5, decreasing the clarity of this interface element in the player's game screen. This allows the player to more intuitively understand their position at the edge of the smoke and clearly determine which body parts might be exposed outside the smoke area, enabling more precise tactical decisions, such as whether to venture further into the smoke area for better cover.
[0110] In a game area prompting method provided in one embodiment of this application, the method further includes: S510 determines the level of exposure of the player character, which includes at least two levels of exposure. S520, set the first display effect of the prompt sign according to the degree of exposure. The first display effect includes at least one of the following effects: color, animation, text, and sign.
[0111] The above plan will be explained in detail below.
[0112] In step S510, the exposure level of the player character is determined, which includes at least two exposure levels.
[0113] Among them, the player character's exposure level refers to the extent to which the player character is exposed outside the smoke area, and is an important indicator for measuring the likelihood that the player character can be detected by the enemy in the battlefield environment.
[0114] In an optional implementation, the player character's exposure level can be determined by calculating the proportion of the player character model exposed outside the smoke area relative to the entire character model. The exposure level is a graded representation of the player character's exposure, used to quantify continuous exposure levels into discrete levels, facilitating appropriate visual feedback processing by the system. For example, the system can divide the player character model into multiple parts (such as head, torso, limbs, etc.), calculate the percentage of the portion outside the smoke area relative to the total number of parts, and determine the exposure level as follows: low exposure level if the percentage is between 0-30%; medium exposure level if the percentage is between 31%-70%; and high exposure level if the percentage is greater than 70%.
[0115] In one specific application, when a player character enters a smoke area, the system tracks the relationship between the player character model's position and the smoke boundary in real time. When the player moves forward, causing their head and right shoulder to emerge from the smoke area, the system immediately calculates the proportion of these exposed parts relative to the overall character size, determining it as a low exposure level (approximately 20% body exposure). As the player continues forward, when most of their upper body is exposed (approximately 50% body exposure), the system updates the exposure level to a medium exposure level, alerting the player that the current exposure risk has increased.
[0116] In step S520, a first display effect of the prompt sign is set according to the degree of exposure. The first display effect includes at least one of the following effects: color, animation, text, and sign.
[0117] The primary display effect of the warning sign is a visual feedback method presented according to the player character's level of exposure, which is an intuitive expression of the level of danger to the player.
[0118] In an optional implementation, the primary display effect of the warning 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 warning indicator is displayed at the corresponding location of the smoke control; when at a medium exposure level, a yellow warning indicator is displayed; and when at a high exposure level, a red warning indicator is displayed. This color coding utilizes the intuitive human understanding of red, yellow, and green, enabling players to quickly perceive the current exposure risk.
[0119] In an alternative implementation, the initial display effect of the prompt sign can be enhanced by using different animation effects to increase the visibility of the information. For example, such as... Figure 3 As shown, for low exposure levels, the system can use slow flashing motion effects; for medium exposure levels, medium-speed flashing motion effects; and for high exposure levels, fast flashing or pulsating motion effects.
[0120] In an alternative implementation, the initial display effect of the warning label can combine text and label to provide more detailed information. For example, the system can display different icons and warning text for different levels of exposure, such as a small exclamation mark icon and the text "Slight Exposure" for low exposure; two exclamation mark icons and the text "Warning: Partial Exposure" for medium exposure; and three exclamation mark icons and the text "Danger: Severe Exposure" for high exposure.
[0121] In one specific application, the system continuously monitors the player character's exposure as they move along the edge of the smoke. When it detects that the player's right hand and part of their waist are exposed outside the smoke (low exposure level), a small pulsating line is displayed on the right edge of the smoke controls as a notification.
[0122] In a game area prompting method provided in one embodiment of this application, the method further includes: Step S610: Determine the danger level corresponding to the exposed part. The player character is divided into multiple body parts, and different body parts correspond to different danger levels. The exposed part is at least one of the multiple body parts. Step S620: Set the second display effect of the warning sign according to the hazard level corresponding to the exposed part. The second display effect includes at least one of the following effects: color, animation, text, and sign.
[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 take appropriate protective strategies. This visual feedback mechanism based on the danger level of body parts significantly improves the player's perception and decision-making efficiency in smoke-filled areas, while also enhancing the diversity of tactical options within the game.
[0124] In step S610, the 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 can be divided into nine main body parts: head, neck, chest, abdomen, back, left arm, right arm, left leg, and right leg. The system can detect individually whether each part is exposed outside the smoke area.
[0125] The hazard level refers to the level of risk represented when different body parts are exposed outside the smoke area.
[0126] In one alternative implementation, the danger level can be categorized based on the importance of body parts in combat, typically including high-risk, medium-risk, and low-risk areas. For example, in most shooting games, the head is usually marked as the highest danger level because head attacks often cause fatal damage or significantly reduce health; the torso is marked as medium danger, with exposure posing a moderate risk; while the limbs are marked as relatively low danger, with exposure posing less of a threat.
[0127] Determining the risk level refers to the system assessing the degree of threat when different body parts are exposed, based on preset rules.
[0128] In an alternative implementation, the danger level can be determined using a static configuration table, where the game development team pre-assigns a fixed danger level to each body part. For example, during the design phase, the head can be set to danger level 3 (highest level), the torso to danger level 2 (medium level), and the limbs to danger level 1 (low level). This static configuration allows the system to quickly determine the danger level of exposed areas.
[0129] Step S620, wherein the second display effect refers to the visual presentation method set by the system for the warning sign based on the danger level of the exposed part.
[0130] In an alternative implementation, the second display effect can use different colors to visually represent the differences in hazard levels.
[0131] In an alternative implementation, the second display effect can use motion effects to emphasize the urgency of different danger levels.
[0132] In an optional implementation, the second display effect can also combine text and graphic symbols to provide more detailed information. For example, for high-risk head exposure, in addition to color cues, the text "High-risk head exposure" may be displayed, along with a graphic symbol of a helmet or head outline; for medium-risk exposure, the corresponding body part name and a simple icon may be displayed; and for low-risk exposure, only the simplest graphic cues may be displayed. This multi-layered information presentation method meets the different players' needs for the level of information detail.
[0133] like Figure 3As shown in this embodiment, in a specific application, when a player is defending in a smoke-filled area of a desert map, the system monitors the relationship between different 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 enemy positions. At this point, the system immediately performs a danger level assessment, classifying the head as a Level 3 danger (lethal risk). A differentiated warning indicator, such as two exclamation marks, is immediately displayed on the smoke control at the corresponding location. After noticing these warnings, the player prioritizes adjusting their head angle to stay inside the smoke. This differentiated warning mechanism based on the danger level of body parts provides players with a more precise basis for tactical decision-making.
[0134] In a game area prompting method provided in one embodiment of this application, after the step of displaying a prompt icon on the smoke control, the method further includes: Step S710: Provide attitude adjustment options in the graphical user interface; Step S720, in response to the operation of the posture adjustment option, adjust the player character's posture so that the player character is more within the smoke area, wherein the player character's posture includes at least one of crouching posture, crawling posture, or sideways posture.
[0135] The posture adjustment options are interactive controls used to adjust the player character's posture. These options can be buttons, sliders, or other interactive elements in the graphical user interface specifically designed to change the character's body posture, allowing players to quickly adjust different postures such as standing, crouching, crawling, or sideways with simple operations. Posture adjustment options can be triggered through clicks, swipes, long presses, and / or other actions. For example, players can click to select different posture adjustment options to change the character's posture.
[0136] In one alternative implementation, 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 humanoid icon, a crawling posture by a humanoid icon lying on the ground, and a sideways posture by a humanoid icon standing sideways. Players can switch to the corresponding posture by clicking the corresponding icon.
[0137] In an alternative implementation, the posture adjustment option can be a smart recommendation button. The system automatically calculates the optimal posture based on the current exposure status of the player character and displays the suggested posture icon on the button. For example, when the system detects that the player's head is exposed outside the smoke area, the posture adjustment option will automatically recommend a crouching posture; when it detects that the upper body is exposed, it will recommend a crawling posture.
[0138] In one specific application, after the game system detects that a player character is partially exposed outside the smoke area, it 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 lying humanoid icon indicates a prone posture. When the player understands from the indicator on the smoke control that their character's head is exposed outside the smoke, they can directly click the lying humanoid icon, and the system will immediately adjust the character into a prone posture, placing the head within the smoke area, thus enhancing the character's concealment and safety.
[0139] The method provided in this implementation reduces the complexity of player operations by offering simple and direct posture adjustment options, allowing players to focus on tactical thinking rather than cumbersome posture adjustments, thus enhancing the game's playability and tactical richness. From a technical perspective, this method solves the problem in traditional games where players cannot accurately perceive the character's position in smoke, optimizing the practicality and interactive experience of smoke effects in the game.
[0140] In a game area prompting method provided in one embodiment of this application, the method further includes: Step S810: Display the human silhouette icon in the graphical user interface; Step S820: When it is determined that the player character has exposed parts, the parts corresponding to the exposed parts are displayed in the humanoid outline identifier using the first display parameter.
[0141] The method provided in this implementation allows the system to more intuitively display the character's exposure status to the player. Players can directly see which parts of their character's body are exposed outside the smoke area through the humanoid silhouette markers, and then make corresponding adjustments. This solves the problem of computer game interaction where players cannot accurately perceive the character's entire situation from a first-person perspective, improving the information feedback efficiency of the game system.
[0142] The above plan will be explained in detail below.
[0143] In step S810, a human figure outline is displayed in the graphical user interface.
[0144] The human silhouette icon is a graphical interface element used to represent the body structure of a game character. In an optional implementation, the human silhouette icon is a simplified human silhouette graphic used to visually display the various body parts of the game character. For example, the human silhouette icon can be a simplified human silhouette, including the outlines of the main body parts such as the head, torso, and limbs.
[0145] In one specific application, when a player enters a game environment containing a smoke area, the game system automatically displays a humanoid silhouette icon in a fixed position in the lower right corner of the graphical user interface. This icon automatically appears when the player character enters the vicinity of the smoke area and automatically hides after moving a certain distance away from the smoke area, providing necessary information feedback without unnecessarily occupying 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 and non-exposed parts in the human figure outline identifier.
[0147] In an optional implementation, the first display parameter includes a color attribute used to distinguish the degree or risk of exposure through different colors. For example, the system can use red to highlight severely exposed areas, yellow to mark moderately exposed areas, green to mark slightly exposed areas, while unexposed areas remain in their original gray or semi-transparent state. This color coding method allows players to easily identify the exposure status and severity of different body parts.
[0148] In an alternative implementation, the first display parameter includes dynamic effects to enhance the prominence of the prompt through visual animations such as flashing and pulsation.
[0149] In an alternative implementation, 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 silhouette marker.
[0150] In one specific application of this embodiment, when a player character enters a smoke-filled area in the game scene, the game system displays a humanoid silhouette icon on the right side of the graphical user interface. This icon uses simple lines to outline the character's head, torso, limbs, and other main body parts. The system monitors the relative position of the player character to the smoke area in real time. When it detects that the character's left leg and part of the torso are exposed outside the smoke area, the humanoid silhouette icon immediately responds: the left leg is highlighted in red with a slight flashing effect, while the lower part of the torso is highlighted in yellow. By observing this intuitive visual feedback, the player immediately understands which parts of their body are in danger of being exposed and can quickly adjust their position or change their posture to avoid being detected by the enemy. Once the player successfully conceals their entire body within the smoke area, all the highlighted areas on the humanoid silhouette icon disappear, returning to a uniform gray semi-transparent state, indicating that the player is currently completely concealed.
[0151] Corresponding to the above method embodiments, this disclosure also provides a game area prompting device 400, such as... Figure 4 As shown, the device includes: Display module 410 is configured to provide a graphical user interface via 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; Control module 420 is configured to display a smoke control in the graphical user interface, the smoke control having an outline identifier, the outline identifier being used to characterize the extent of the smoke area; The detection module 430 is configured to detect the relationship between the player character and the smoke area, and determine whether the player character has any exposed parts, wherein the exposed parts are parts of the player character located outside the smoke area; The prompt module 440 is configured to display a prompt icon on the smoke control in response to determining that the player character has the exposed part, the prompt icon being used to indicate the location of the exposed part in the smoke area.
[0152] The aforementioned game area prompting device, through the method provided in this embodiment, enables players to intuitively understand the character's position and exposure status within the smoke area, enhancing players' perception and precise control of the tactical environment and greatly improving the interactive experience. Simultaneously, this method provides players with more precise smoke utilization strategies, increasing the diversity of tactical choices and enriching the depth of gameplay. Furthermore, by replacing cumbersome visual calculations with an optimized UI feedback mechanism, it reduces device resource consumption and improves system operating efficiency.
[0153] This disclosure also provides an electronic device, such as... Figure 5 As shown, the electronic device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, which executes the machine-executable instructions to implement the aforementioned game area prompting method.
[0154] Specifically, the above-mentioned game area prompting 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; Display a smoke control in the graphical user interface. The smoke control has an outline marker, which is used to characterize the extent of the smoke area. The system detects the relationship between the player character and the smoke area to determine if the player character has any exposed parts. Exposed parts are those of the player character located outside the smoke area. In response to the determination that a player character has exposed parts, a prompt icon is displayed on the smoke control. The prompt icon is used to indicate the location of the exposed parts within the smoke area.
[0155] Optionally, the step of displaying a prompt icon on the smoke control includes: Determine the relative position of the exposed area to the smoke area, with the relative position based on the player character's facing direction; Display a prompt icon at the corresponding position of the smoke control based on the relative position.
[0156] Optionally, the smoke control includes a contour marker, which is used to characterize the extent of the smoke area; The corresponding indicator displayed on the smoke control is based on its relative position: A prompt icon is displayed at the corresponding position of the outline icon based on its relative position.
[0157] Alternatively, the smoke area is generated by at least one of the following methods: Found when a player character uses in-game items within the game environment; Generated by other player characters using game items in the game scene; Pre-generated within the game scene.
[0158] Optionally, the outline markers include multiple layers of outline sub-markers, with different layers of outline sub-markers representing different concentration areas of smoke, wherein different concentration areas are configured with different visual occlusion effects.
[0159] Optionally, the step of displaying a prompt icon at the corresponding position of the outline icon based on its relative position is as follows: Determine the target concentration area within the smoke region where the exposed area is located; A prompt icon is displayed at the corresponding position of the target sub-contour icon based on the relative position. The target sub-contour icon is the contour icon corresponding to the target concentration area.
[0160] Optionally, the method further includes: When the player character is completely within the smoke area, display the smoke controls based on the first transparency value; When the smoke area only partially covers the player character's field of vision, the smoke controls are displayed according to a second transparency value, where the first transparency value is less than the second transparency value.
[0161] Optionally, the method further includes: Determine the level of exposure of the player character, which includes at least two levels of exposure; The first display effect of the prompt sign is set according to the degree of exposure. The first display effect includes at least one of the following effects: color, animation, text, and sign.
[0162] Optionally, the method further includes: Determine the danger level corresponding to the exposed part. The player character is divided into multiple body parts, and different body parts correspond to different danger levels. The exposed part is at least one of the multiple body parts. The second display effect of the warning sign is set according to the hazard level corresponding to the exposed part. The second display effect includes at least one of the following effects: color, animation, text, and sign.
[0163] Optionally, after the step of displaying a prompt icon on the smoke control, the method further includes: Provide posture adjustment options in the graphical user interface; In response to an action on the posture adjustment option, the player character's posture is adjusted to allow the player character to remain more within the smoke area, wherein the player character's posture includes at least one of crouching, crawling, or sideways postures.
[0164] Optionally, the method further includes: Display a human silhouette icon in the graphical user interface; When it is determined that a player character has exposed parts, the parts corresponding to the exposed parts are displayed in the humanoid outline identifier using the first display parameter.
[0165] Furthermore, Figure 5 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103 and the memory 100 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 device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 5 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0167] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. The processor 101 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can 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 gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0168] This disclosure also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the aforementioned game area prompting method. For specific implementation details, please refer to the method embodiments, which will not be repeated here.
[0169] Specifically, the game area prompting 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; Display a smoke control in the graphical user interface. The smoke control has an outline marker, which is used to characterize the extent of the smoke area. The system detects the relationship between the player character and the smoke area to determine if the player character has any exposed parts. Exposed parts are those of the player character located outside the smoke area. In response to the determination that a player character has exposed parts, a prompt icon is displayed on the smoke control. The prompt icon is used to indicate the location of the exposed parts within the smoke area.
[0170] Optionally, the step of displaying a prompt icon on the smoke control includes: Determine the relative position of the exposed area to the smoke area, with the relative position based on the player character's facing direction; Display a prompt icon at the corresponding position of the smoke control based on the relative position.
[0171] Optionally, the smoke control includes a contour marker, which is used to characterize the extent of the smoke area; The corresponding indicator displayed on the smoke control is based on its relative position: A prompt icon is displayed at the corresponding position of the outline icon based on its relative position.
[0172] Alternatively, the smoke area is generated by at least one of the following methods: Found when a player character uses in-game items within the game environment; Generated by other player characters using game items in the game scene; Pre-generated within the game scene.
[0173] Optionally, the outline markers include multiple layers of outline sub-markers, with different layers of outline sub-markers representing different concentration areas of smoke, wherein different concentration areas are configured with different visual occlusion effects.
[0174] Optionally, the step of displaying a prompt icon at the corresponding position of the outline icon based on its relative position is as follows: Determine the target concentration area within the smoke region where the exposed area is located; A prompt icon is displayed at the corresponding position of the target sub-contour icon based on the relative position. The target sub-contour icon is the contour icon corresponding to the target concentration area.
[0175] Optionally, the method further includes: When the player character is completely within the smoke area, display the smoke controls based on the first transparency value; When the smoke area only partially covers the player character's field of vision, the smoke controls are displayed according to a second transparency value, where the first transparency value is less than the second transparency value.
[0176] Optionally, the method further includes: Determine the level of exposure of the player character, which includes at least two levels of exposure; The first display effect of the prompt sign is set according to the degree of exposure. The first display effect includes at least one of the following effects: color, animation, text, and sign.
[0177] Optionally, the method further includes: Determine the danger level corresponding to the exposed part. The player character is divided into multiple body parts, and different body parts correspond to different danger levels. The exposed part is at least one of the multiple body parts. The second display effect of the warning sign is set according to the hazard level corresponding to the exposed part. The second display effect includes at least one of the following effects: color, animation, text, and sign.
[0178] Optionally, after the step of displaying a prompt icon on the smoke control, the method further includes: Provide posture adjustment options in the graphical user interface; In response to an action on the posture adjustment option, the player character's posture is adjusted to allow the player character to remain more within the smoke area, wherein the player character's posture includes at least one of crouching, crawling, or sideways postures.
[0179] Optionally, the method further includes: Display a human silhouette icon in the graphical user interface; When it is determined that a player character has exposed parts, the parts corresponding to the exposed parts are displayed in the humanoid outline identifier using the first display parameter.
[0180] If a function is implemented as 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 this disclosure, in essence, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods of the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, a portable hard drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.
[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., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of 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 merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. A method for indicating game areas, characterized in that, The method includes: A graphical user interface is provided 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 the graphical user interface. The smoke control has an outline marker, which is used to characterize the extent of the smoke area. The relationship between the player character and the smoke area is detected to determine whether the player character has any exposed parts, wherein the exposed parts are parts of the player character located outside the smoke area; In response to determining that the player character has the exposed part, a prompt icon is displayed on the smoke control, including: Determine the relative position of the exposed area and the smoke area; The prompt icon is displayed at the corresponding position of the outline icon according to the relative position.
2. The method according to claim 1, characterized in that, The smoke area is generated by at least one of the following methods: The player character is created in the game scene using game items; Generated by other player characters using game items in the game scene; Pre-generated within the game scene.
3. The method according to claim 1, characterized in that, The outline identifier includes multiple layers of outline sub-identifiers, with different layers of outline sub-identifiers representing different concentration areas of the smoke region, wherein different concentration areas are configured with different visual occlusion effects.
4. The method according to claim 3, characterized in that, The step of displaying the prompt icon at the corresponding position of the outline icon according to the relative position is as follows: Determine the target concentration area of the exposed site within the smoke area; The prompt icon is displayed at the corresponding position of the target contour sub-icon according to the relative position, wherein the target contour sub-icon is the contour sub-icon corresponding to the target concentration region.
5. The method according to claim 1, characterized in that, The method further includes: When the player character is completely within the smoke area, the smoke control is displayed according to a first transparency value; When the smoke area only partially covers the player character's field of vision, the smoke control is displayed according to a second transparency value, wherein the first transparency value is less than the second transparency value.
6. The method according to claim 1, characterized in that, The method further includes: Determine the level of exposure of the player character, wherein the level of exposure includes at least two levels of exposure; The first display effect of the prompt sign is set according to the exposure level. The first display effect includes at least one of the following effects: color, animation, text, and sign.
7. The method according to claim 1, characterized in that, The method further includes: Determine the danger level corresponding to the 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 of the multiple body parts; The second display effect of the warning sign is set according to the hazard level corresponding to the exposed part. The second display effect includes at least one of the following effects: color, animation, text, and sign.
8. The method according to claim 1, characterized in that, After the step of displaying a prompt icon on the smoke control, the method further includes: An attitude adjustment option is provided in the graphical user interface; In response to an operation on the posture adjustment option, the player character's posture is adjusted so that the player character is more within the smoke area, wherein the player character's posture includes at least one of a crouching posture, a crawling posture, or a sideways posture.
9. The method according to claim 1, characterized in that, The method further includes: A human silhouette icon is displayed in the graphical user interface. When it is determined that the player character has the exposed part, the part corresponding to the exposed part is displayed in the humanoid outline identifier with the first display parameter.
10. A smoke area indicator device for games, characterized in that, The device includes: The display module is configured to provide a graphical user interface via 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 is configured to display a smoke control in the graphical user interface, the smoke control having an outline identifier, the outline identifier being used to characterize the extent of the smoke area; The detection module is configured to detect the relationship between the player character and the smoke area, and determine whether the player character has any exposed parts, wherein the exposed parts are parts of the player character located outside the smoke area; The prompt module is configured to display a prompt icon on the smoke control in response to determining that the player character has the exposed part, including: determining the relative position of the exposed part and the smoke area; The prompt icon is displayed at the corresponding position of the outline icon according to the relative position.
11. An electronic device comprising a processor and a memory, wherein the memory stores a computer program, characterized in that, When the processor executes the computer program, it implements the method of any one of claims 1 to 9.
12. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method of any one of claims 1 to 9.
Citation Information
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