Information prompting method and device, electronic equipment and storage medium

By detecting and prompting the target parts of the player character and environmental objects in shooting games, the problem of poor gaming experience caused by character exposure is solved, the interactive experience and tactical depth are improved, and resource utilization is optimized.

CN120695435APending Publication Date: 2025-09-26NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510686391.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-05-26
Publication Date
2025-09-26

AI Technical Summary

Technical Problem

In shooting games, the player character's body or weapon may partially pass through the wall or be exposed outside the cover in complex scenes, leading to being discovered and attacked by the enemy. The operation is cumbersome and the tactical depth is insufficient. Frequent collision detection and rendering calculations also occupy resources.

Method used

The terminal device detects the relationship between the player character and the environmental objects, identifies the target part, and displays a prompt mark on the graphical user interface to indicate the location information of the target part, including a human outline mark and visual feedback of the mobile control area.

Benefits of technology

It improves players' intuitive perception of character exposure status, simplifies operation processes, increases the depth of tactical decision-making, reduces accidental deaths, and optimizes resource utilization efficiency.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides an information prompting method, which comprises the following steps: detecting a relationship between a player character and an environment object, and determining whether the player character has a target part which is a part of the player character penetrating through the environment object or exposed outside the environment object; and in response to determining that the player character has the target part, displaying a first prompt identifier on the graphical user interface, the prompt identifier being used for prompting position information of the target part. Through the method provided by the embodiment of the invention, the player can intuitively know the exposure state of the role, the number of times of attempts required by the player in a complex scene is reduced, the operation process is simplified, and the interaction experience is improved; meanwhile, the depth and playability of tactical decisions are increased through an intelligent prompt system, and the richness of games is improved; besides, through accurate collision detection and a visual feedback mechanism, accidental death of players caused by character exposure is reduced, unnecessary data processing and rendering burdens are reduced, and game resource utilization efficiency is optimized.
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Description

Technical Field

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

[0002] In shooting games, players often need to control their characters to move, dodge, and fight in complex game scenes. Making effective use of terrain and cover is a key strategy for victory. In related technologies, when a player character is in a special situation, such as a corner, or adopts a special posture, such as lying or crouching, parts of the character's body or weapon may pass through the wall or be exposed from outside the cover, thereby being discovered and attacked by the enemy. This cumbersome operation makes it impossible to adjust the posture in a targeted manner. The gameplay is monotonous and lacks tactical depth. Frequent collision detection and calculations consume device storage space, and excessive real-time rendering and physics simulations also squeeze server resources. Summary of the Invention

[0003] The purpose of the present disclosure is to provide an information prompt method to solve the problem that players cannot perceive the exposed status of character parts, resulting in poor gaming experience.

[0004] In a first aspect, the present disclosure provides an information prompt method, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes a game scene, and the game scene includes at least one environmental object and a player character controlled by the terminal device. The method includes: detecting the relationship between the player character and the environmental object, and determining whether the player character has a target part, wherein the target part is a part of the player character that passes through the environmental object or is exposed outside the environmental object; in response to determining that the player character has a target part, displaying a first prompt mark on the graphical user interface, and the prompt mark is used to prompt the location information of the target part.

[0005] In a second aspect, the present disclosure provides an information prompting device, comprising: a detection module configured to detect the relationship between a player character and an environmental object, and determine whether the player character has a target part, wherein the target part is a part of the player character that passes through the environmental object or is exposed outside the environmental object; a prompting module configured to display a first prompting mark on a graphical user interface in response to determining that the player character has a target part, and the prompting mark is used to prompt the location information of the target part.

[0006] In a third aspect, the present disclosure provides an electronic device, including a processor and a memory, wherein a computer program is stored in the memory, and when the processor executes the computer program, the steps in any one of the above-mentioned information prompt methods are executed.

[0007] In a fourth aspect, the present disclosure provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, is implemented to execute the steps in any one of the above-mentioned information prompt methods.

[0008] The present disclosure provides an information prompt method, device, electronic device and storage medium. Through the method provided by this embodiment, players can intuitively understand the exposure status of their characters, reducing the number of attempts players need to make in complex scenes, simplifying the operation process, and improving the interactive experience; at the same time, the intelligent prompt system increases the depth and playability of tactical decision-making, improving the richness of the game; in addition, through precise collision detection and visual feedback mechanisms, accidental deaths of players due to character exposure are reduced, unnecessary data processing and rendering burdens are reduced, and the efficiency of game resource utilization is optimized.

[0009] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by practicing the above-mentioned technology of the present disclosure.

[0010] In order to make the above-mentioned objects, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically listed below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0012] Figure 1 A flowchart of an information prompt method provided by an embodiment of the present disclosure; Figure 2 A schematic diagram of a game interface provided by an embodiment of the present disclosure; Figure 3 A schematic diagram of different postures provided by an embodiment of the present disclosure; Figure 4a 、 4b 4c is a schematic diagram of a second prompt mark corresponding to different exposure levels of a movement control area provided by an embodiment of the present disclosure; Figure 5 A schematic structural diagram of an information prompting device provided in an embodiment of the present disclosure; Figure 6 A schematic structural diagram of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0013] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the embodiments of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings of the embodiments of the present disclosure. Obviously, the described embodiments are only some of the embodiments of the present disclosure, but not all of them. Generally, the components of the embodiments of the present disclosure described and shown in the drawings herein can be arranged and designed in various different configurations.

[0014] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure as claimed, but merely represents selected embodiments of the present disclosure. All other embodiments derived by persons of ordinary skill in the art based on the embodiments of the present disclosure without creative effort shall fall within the scope of protection of the present disclosure.

[0015] The information prompt method in one embodiment of the present disclosure can be run on a local terminal device or a server. When the information prompt method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0016] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the information prompt method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0017] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0018] In this embodiment, an information prompting method is provided. Figure 1 is a flow chart of the information prompt method according to an embodiment of the present disclosure, such as Figure 1 As shown, the process includes the following steps: Step S110 , detecting the relationship between the player character and the environmental object, and determining whether there is a target part of the player character, wherein the target part is a part of the player character that passes through the environmental object or is exposed outside the environmental object.

[0019] Step S120 : In response to determining that the player character has a target part, a first prompt mark is displayed on the graphical user interface, where the prompt mark is used to prompt the location information of the target part.

[0020] The method provided in this embodiment enables the gaming system to monitor and alert players to their character's exposure in real time within the game scene, intuitively displaying to players which parts of their character may be exposed to the environment or pass through environmental objects through a graphical interface. This technical approach effectively enhances the interactive gaming experience, allowing players to promptly monitor their character's safety status and adjust their strategies accordingly. It also enhances the game's tactical depth and richness, providing players with a more refined battlefield situational awareness. This further addresses the fragmented gaming experience caused by imperfect collision detection between character models and the environment in computer games, improving both fairness and playability.

[0021] The above steps are described in detail below.

[0022] In step S110 , the relationship between the player character and the environmental object is detected to determine whether there is a target part of the player character, wherein the target part is the part of the player character that passes through the environmental object or is exposed outside the environmental object.

[0023] During application, a graphical user interface is provided through a terminal device, wherein the graphical user interface includes a game scene, and the game scene includes at least one environmental object and a player character controlled by the terminal device.

[0024] Specifically, during gameplay, the system monitors the positional relationship between the player character and environmental objects in real time. Specifically, when the player character approaches an environmental object, such as a wall or cover, the system determines which parts of the character model may have passed through or been exposed outside of the environmental object. This monitoring is typically achieved by comparing the boundary relationship between the character model and the environmental object. When it detects that certain parts of the character have passed through an environmental object or protruded outside of cover, the system identifies these parts as target parts.

[0025] The player character may be a virtual character in the game that is controlled by the user to move, interact, and perform various actions.

[0026] In an alternative embodiment, the player character can be a soldier character from a first-person shooter game, with a complete model consisting of the head, torso, limbs, and weapons held. The player-controlled explorer character must navigate complex terrain and interact with various obstacles in the environment. For example, in a team-based competitive game, the player can choose to control a sniper, who must be adept at using cover to conceal himself while finding advantageous shooting positions.

[0027] Among them, environmental objects can be various static or dynamic objects that constitute the game environment in the game scene, which are usually used to construct the physical space and visual environment of the game world, including natural terrain, man-made structures or other interactive elements.

[0028] Secondly, environmental objects usually have the functions of defining the structure of the game space, providing support for gameplay mechanisms, and creating the game atmosphere. They can act as obstacles, covers, or interaction points to affect the player's gaming experience.

[0029] In an alternative embodiment, environmental objects can be fixed architectural structures in the game scene, such as walls, pillars, and railings. These structures can restrict the player's movement path and may cause character clipping. For example, in a tactical shooter game, building walls can serve as cover for the player but may also cause character clipping at specific locations.

[0030] In an alternative embodiment, environmental objects can be temporary shelters on the battlefield, such as sandbags, damaged vehicles, and wooden boxes. Players need to use these shelters to protect themselves from enemy fire. For example, a player can hide behind a trench or shelter, but if the character's posture is not appropriate, part of the body may be exposed outside the shelter.

[0031] In an alternative embodiment, environmental objects can be natural terrain elements, such as rocks, trees, and bushes. These elements can provide visual occlusion, but physical collision may not fully match their visual form. For example, when a player hides behind a rock, the player's body or equipment may be partially exposed due to improper character positioning.

[0032] The target parts may be specific areas of the player character model, which are identified in the game as having passed through environmental objects (such as walls) or exposed outside protective environmental objects (such as shelters), and may include body parts or items held by the character.

[0033] Secondly, target areas usually have the function of indicating potential risk areas for players, which may be observed by other players due to penetration or exposure, thereby increasing the risk of being discovered or attacked.

[0034] In an alternative embodiment, the target part can be the character's arm or handheld weapon. When the player character stands close to a wall, these parts may pass through the wall and be exposed on the other side. For example, when the player character stands close to a door, the barrel of the rifle in his hand may pass through the wall, revealing his position to enemies on the other side.

[0035] In an optional embodiment, the target part can be a body part of the character, which may be exposed outside the cover when the player takes an improper posture behind the cover. Figure 2 As shown in the figure, when the player character is lying on the ground and close to the wall, the lower body may pass through the wall and become an easy target for the enemy to attack.

[0036] In a specific application, such as Figure 2 As shown in the figure, the player-controlled character is moving in the environment. When the player moves the character next to a broken wall and assumes a prone position, the system detects that the character's lower legs have passed through the wall, which may be visible to enemy players on the other side of the wall. The system marks these parts as target areas and prepares to provide visual cues to the player in the next step.

[0037] In step S120 , in response to determining that the player character has a target part, a first prompt mark is displayed on the graphical user interface, where the prompt mark is used to prompt the location information of the target part.

[0038] Specifically, once the system determines that the player character has a target part, it generates and displays a prompt icon on the game interface. This icon typically uses a graphic to intuitively indicate which parts are being exposed or penetrated, as well as the specific locations of these parts. The prompt icon is typically designed with obvious visual features, allowing players to quickly identify the problem while not excessively interfering with normal game vision and operation.

[0039] Among them, the first prompt mark can be a visual element displayed on the game interface, which is used to convey the location information of the target part of the character to the player, and usually uses graphics, colors, animations, etc. to intuitively indicate the part and degree of exposure or penetration.

[0040] Secondly, the first prompt icon usually reminds players of the risk of exposure of the current character and guides players to adjust the character's position or posture to reduce exposure. It is an important visual feedback mechanism in the game interaction system to enhance players' tactical awareness.

[0041] In an optional embodiment, the first prompt indicator can be a warning icon displayed at the edge of the screen. The icon's color or size changes according to the degree of exposure, and its position corresponds to the direction of exposure. For example, when the player character's right hand and weapon pass through a wall, a red warning icon will appear on the right side of the screen, and its height will correspond to the relative position of the actual exposed part.

[0042] In an alternative embodiment, the first prompt indicator can be a miniature character model on the screen, with exposed parts marked with special colors or animation effects. For example, a simplified human icon may be displayed in the corner of the screen. When the character's legs or waist are exposed, the corresponding part of the human icon will change to a prominent warning color to remind the player of the current status.

[0043] In a specific application of this embodiment, a player controls a character moving through a game scene. When the player's character hides behind a broken wall, the system detects that the character's arm and weapon partially penetrate the wall, and the top of the character's helmet extends beyond the height of the shelter. The system immediately displays a simplified humanoid icon on the right side of the graphical user interface, highlighting the head and right arm in red to alert the player that these areas are exposed. After seeing this prompt, the player adjusts the character's position and posture, reducing the risk of enemy detection and attack, and enhancing the tactical experience and fairness of the game.

[0044] In an information prompt method provided in one embodiment of the present application, the step of displaying a first prompt indicator on a graphical user interface includes: Step S210, displaying a human outline marker in a graphical user interface; Step S220 : highlighting the part corresponding to the target part in the human outline mark.

[0045] The method provided in this embodiment enables the system to intuitively convey character exposure status information to players, allowing them to quickly identify which body parts are being exposed or penetrating the model and take appropriate corrective measures. This visual prompting method not only optimizes the in-game information transmission mechanism and enhances the interactive experience, but also increases the game's tactical level and enriches the game content. Furthermore, this method effectively solves the technical problem of character status perception in computer games, enabling players to understand their character's status in complex environments in real time, avoiding the problem of poor gaming experience caused by information asymmetry.

[0046] The above scheme is described in detail below.

[0047] In step S210 , a human outline marker is displayed in a graphical user interface.

[0048] Specifically, after detecting that the player character has exposed or pierced target parts, the system will generate and display a human outline logo at the appropriate location of the game interface, which shows the overall outline of the player character in a concise graphical manner.

[0049] The humanoid outline symbol may be a graphical interface element that represents the overall shape of the player character. The humanoid outline symbol generally has the function of intuitively displaying the relative position relationship of various parts of the player character's body.

[0050] In an optional embodiment, the human silhouette mark can be a simplified human silhouette, displayed in line or filled form, including the outlines of major body parts such as the head, torso, limbs, and parts representing the weapons held, such as Figure 2 shown.

[0051] In an optional embodiment, the human-shaped outline logo can be placed in a non-critical area of ​​the screen, usually at the edge of the screen, such as the upper right corner or the lower left corner, to avoid blocking the main game screen and key information. The logo is of moderate size, which can clearly display details without taking up too much screen space. For example, Figure 2 As shown, a human outline logo can be set in the lower left corner of the screen to display a human outline. When the player moves behind the cover, this area will automatically appear and gradually fade out after the safe position is reached, keeping the interface neat.

[0052] In a specific application, when the player character approaches a low wall and takes a crouching position, the system detects that the player character may be standing or has exposed parts. At this time, a human silhouette icon will appear in the lower left corner of the game interface.

[0053] In step S220 , the part corresponding to the target part is highlighted in the human outline mark.

[0054] Specifically, the system determines which parts of the player character are exposed or penetrate the model based on the detection results, and then highlights these parts accordingly in the human outline logo generated in the previous step to intuitively convey the specific exposed location information to the player.

[0055] Highlighting the area corresponding to the target area may be an operation of applying a visual enhancement effect to a specific area of ​​the human outline. Highlighting the area corresponding to the target area generally serves to quickly direct the player's attention to the critical problem area.

[0056] In an optional embodiment, highlighting can be achieved by changing the color of the target area, for example, marking the exposed area with a warning color such as red or yellow, such as Figure 2 shown.

[0057] Color selection can be set to different levels based on the degree of exposure, such as yellow for mild exposure and red for severe exposure, helping players quickly assess the risk level. In an optional embodiment, the highlighting may further enhance the visual prompt through special animation effects, such as a flashing effect, a pulsating effect, or a thickened outline.

[0058] In an optional embodiment, the highlighting can be combined with text or icon prompts to display a brief status description or a hazard level icon near the exposed area to provide more detailed information. Such additional information may include the exposure percentage, estimated risk level, or recommended adjustment direction.

[0059] like Figure 2 As shown in a specific application of this embodiment, a human-shaped outline icon is displayed on the left side of the game interface. This icon uses simple lines to outline the player character's current prone position. At this time, the system detects that the player character's lower body legs have passed through the wall and are exposed. Immediately, the corresponding lower body part of the human-shaped outline icon is marked in a striking red color.

[0060] In an optional embodiment, the human-shaped outline logo resides permanently at a preset position of the graphical user interface.

[0061] In an information prompt method provided by an embodiment of the present application, the human outline marker corresponds to the current posture of the player character, and the current posture includes one of standing, squatting and lying.

[0062] Specifically, the humanoid outline icon displayed in the game will dynamically change according to the player character's current posture, accurately mapping the player character's actual body shape. When the player character is standing, the humanoid outline icon shows an upright human figure; when the player character is squatting, the humanoid outline icon shows a squatting human figure with bent knees; when the player character is lying down, the humanoid outline icon shows a horizontally lying human figure. This one-to-one mapping relationship ensures the accuracy and intuitiveness of the prompt system, such as Figure 3 shown.

[0063] The method provided in this embodiment allows players to accurately understand their character's exposure status in different posture states through intuitive human-shaped outline markers, effectively improving their tactical decision-making and survival probability in the game. This method enhances the immersion and realism of the game by reflecting the correlation between the character's current posture and exposed parts in real time. It also provides more precise visual feedback, allowing players to rationally adjust their strategies based on the exposure risk in different postures. This significantly improves the interactive experience and game richness, effectively solving the technical problem of difficult to perceive character exposure status in traditional games.

[0064] In an information prompting method provided in one embodiment of the present application, the step of determining whether a player character has a target part includes: Step S410: establishing a collision volume model of the player character, the collision volume model including collision boxes of various parts of the player character's body and held items; Step S420, monitoring the interaction between the collision box and the environmental objects; Step S430: When it is detected that the collision box and the environmental object have an overlapping area, it is determined that the player character has a target part.

[0065] The method provided in this embodiment enables the system to accurately identify whether a player character is penetrating a wall or being exposed, thereby providing timely visual feedback to the player. This precise collision detection mechanism enhances the interactive experience, allowing players to intuitively understand their exposure status in the game environment.

[0066] The above scheme is described in detail below.

[0067] In step S410, a collision volume model of the player character is established, where the collision volume model includes collision boxes of various body parts of the player character and items held by the player character.

[0068] Specifically, the system needs to create a collision volume model for the player character in the game. The model divides the player character's body into multiple parts and creates corresponding collision boxes for each part and the items held to facilitate accurate collision detection.

[0069] A collision volume model is a set of virtual geometry created around a game character, used to detect interactions between the character and other objects in the game environment. A collision volume model typically has a shape that matches the character's appearance, but is slightly simplified, to accurately reflect the character's physical presence in the game world and optimize collision calculation performance.

[0070] In an optional embodiment, the collision volume model can adopt a multi-level structure, including a main collision body and subsidiary collision bodies, where the main collision body is used for collision detection of the main body of the character, while the subsidiary collision bodies are used for collision detection of more detailed parts such as the head, limbs, and held objects. For example, the game system can create a main collision box for a soldier character, including the torso, and five subsidiary collision boxes corresponding to the head, arms, legs, and rifle held. These collision boxes together form a complete collision volume model, allowing the system to accurately determine which part of the character has interacted with the environment.

[0071] In an optional embodiment, the collision volume model can be dynamically adjusted according to the character's current posture. When the character takes a standing, crouching or lying posture, the collision volume model will change its shape and distribution accordingly to accurately reflect the actual position of each part of the character in space under different postures.

[0072] In step S420 , the interaction relationship between the collision box and the environmental objects is monitored.

[0073] Specifically, the system continuously monitors the spatial relationship between each collision box in the player character's collision volume model and environmental objects in the game environment (such as walls, obstacles or shelters) to determine whether they overlap or intersect.

[0074] The interaction relationship can be the spatial relationship between the collision box of the collision volume model and objects in the game environment, including but not limited to overlapping, intersecting, contacting, or separating states. The interaction relationship typically characterizes the physical contact between the character and the environment and serves as the basis for determining whether a character's parts are exposed or penetrate the model.

[0075] In an optional embodiment, the interaction relationship can be monitored by using space division technology to divide the game scene into multiple area grids, and collision detection is only performed on the environmental objects in the grid where the player character is currently located and the adjacent grids, thereby improving detection efficiency and system performance.

[0076] In an optional embodiment, monitoring of interactive relationships can be achieved through a multi-level collision detection algorithm, which first performs a rough detection based on the bounding box to screen out pairs of objects that may collide, and then performs more refined model-level collision detection on these object pairs to finally determine whether there is an interaction and the specific circumstances of the interaction.

[0077] In step S430 , when it is detected that the collision box and the environmental object have an overlapping area, it is determined that the player character has a target part.

[0078] Specifically, the system analyzes the overlapping area between the collision box and the environmental object to determine whether any part of the player character passes through the environmental object or is exposed outside the environmental object. If this is the case, it is confirmed that the character has the target part and a corresponding prompt needs to be provided to the player.

[0079] The overlap area is the volume occupied by the collision box and environmental objects in 3D space, indicating unintended penetration or exposure between the character's body parts and the environment. The overlap area often serves as a quantitative indicator of the character's exposure, which can be used for subsequent risk assessment and prompt display.

[0080] In a specific application of this embodiment, the player character is equipped with a sniper rifle. When the player moves the character next to a wall and adopts a crouching position, the game system first establishes a collision volume model that includes the character's entire body and weapon. This model is composed of multiple independent collision boxes. The system monitors the spatial relationship between these collision boxes and the wall in real time and detects that the collision box of the sniper rifle's barrel overlaps with the wall, and the overlapping area is located on the other side of the wall. The system calculates that the barrel has partially passed through the wall and is exposed, and based on this, it determines that the barrel is the target part. The system then displays a human outline icon on the interface and displays a highlighted prompt at the corresponding barrel position, warning the player that the current weapon is exposed and may be discovered by the enemy. After seeing the prompt, the player slightly adjusts the character's position and retracts the barrel behind the wall, successfully avoiding the risk of unnecessary exposure.

[0081] In an information prompting method provided in one embodiment of the present application, the method further includes: Step S510, determining available movement space data based on the surrounding environment of the player character; Step S520 , determining a recommended direction for adjusting the player character's posture or position based on the available movement space data; Step S530: Display a second indicator of the recommended direction in the movement control area of ​​the graphical user interface.

[0082] The method provided in this embodiment enables the system to intelligently analyze the player character's surroundings, calculate the optimal movement path, and guide the player to adjust the character's position or posture through intuitive visual cues, effectively reducing the risk of character exposure. This not only enhances the interactive experience, allowing players to clearly understand their current status and receive effective operational suggestions, but also increases the game's tactical depth and strategic options, enriching gameplay. Furthermore, this method solves the technical issue of the inability to timely perceive character exposure in traditional games, optimizes the game's feedback mechanism, and improves the system's efficiency in responding to player behavior.

[0083] The above scheme is described in detail below.

[0084] In step S510 , available movement space data is determined according to the surrounding environment of the player character.

[0085] Specifically, the system uses an environmental scanning algorithm to analyze the traversable area around the character, identify obstacles and movable spaces, and convert this data into usable mobile space data, providing a basis for subsequent recommended direction calculations.

[0086] The player character's surroundings can be comprehensive information about all physical objects and spatial areas within a specific range around the player character in the game scene. The player character's surroundings typically include, but are not limited to, the position, size, and attribute data of environmental elements such as walls, obstacles, cover, terrain elevation differences, and interactive objects.

[0087] Secondly, the player character's surroundings often limit the character's range of movement and influence the character's exposure. It provides physical constraints and tactical options for the character, determining the character's possibilities and safety in the game world.

[0088] In an optional embodiment, the player character's surrounding environment may include static environmental objects and dynamic environmental objects. Static environmental objects are fixed objects in the game scene, such as walls, shelters, and terrain; dynamic environmental objects are movable or state-variable objects, such as destructible shelters, mobile platforms, or other player-controlled characters. This environmental classification enables the system to adopt different processing strategies for different types of environmental elements, improving the accuracy and efficiency of environmental analysis. For example, in a shooting game with an urban battlefield theme, the system will identify building walls as static environmental objects and destructible wooden shelters as dynamic environmental objects, thereby taking into account the different characteristics of these objects when calculating the movement space.

[0089] In an optional embodiment, the system can use an eight-direction or sixteen-direction scanning method to analyze the environment around the player character. By emitting detection rays in different directions with the character as the center, the system detects the passability and obstacle distribution in each direction. The system records the movable distance in each direction, the type of obstacle and the degree of cover it provides, forming an environmental passability map. This method can quickly obtain spatial navigation information around the character and provide basic data for subsequent movement direction recommendations. For example, when the player character is in a room with multiple exits, the system will emit detection rays in all directions of the room to determine which directions lead to corridors, which directions have windows, and which directions are blind spots, thereby constructing a complete environmental space data model.

[0090] In step S520 , based on the available movement space data, a recommended direction for adjusting the player character's posture or position is determined.

[0091] Specifically, the system uses the movement space data obtained in step S510 to evaluate the safety and strategic value of different movement directions, and calculates the optimal direction that can minimize the character's exposure as the recommended direction for the player to adjust the character's position or posture.

[0092] The available movement space data may be a structured information set describing the movable areas in the player character's surrounding environment. The available movement space data typically includes, but is not limited to, the location, shape, and area of ​​the traversable areas, as well as attribute information for each area, such as the degree of cover, exposure risk, and terrain characteristics.

[0093] Second, available movement space data generally provides the context for player character movement decisions. It lets the system understand the character's available locations, the safety level, and tactical value of each location, providing data support for intelligent movement direction recommendations.

[0094] In one specific application, imagine a player character hiding behind a half-height wall, with their head and right shoulder still partially exposed. The system first simulates eight cardinal directions around the character (front, back, left, right, and four diagonal directions), calculating the exposure of the character after moving in each direction. The system also simulates the exposure of the character remaining in position but changing posture (from standing to crouching or prone). The system finds that moving one step to the left and crouching can reduce the exposure from the current 25% to below 5%, almost completely eliminating the exposure risk. Based on this analysis, the system determines that moving left is the best recommended direction and also suggests that the player lower their posture. This recommendation takes into account spatial feasibility, exposure risk, and operational simplicity, providing the player with the optimal adjustment.

[0095] In step S530 , a second indicator of the recommended direction is displayed in the movement control area of ​​the graphical user interface.

[0096] Specifically, the system displays the recommended direction determined in step S520 in the movement control area (usually the virtual joystick area in the lower left corner of the screen) through visual indicators (such as arrows, highlighted areas, or flashing effects), guiding the player to pay attention and possibly take the recommended movement operation.

[0097] The movement control area can be a dedicated interactive area in the game graphical user interface for controlling the movement of the character. On mobile devices, it is usually represented by a virtual joystick area on the left or right side of the screen. On PC or console platforms, it corresponds to the virtual mapping of the keyboard WASD key area or the left joystick area of ​​the game controller, such as Figure 2 shown.

[0098] Secondly, the movement control area usually allows players to control the direction and speed of the game character's movement through operations such as touching, clicking, dragging or pressing keys.

[0099] In an optional embodiment, the second indicator may be in the form of a dynamic arrow pointing in the recommended direction of movement, and the strength of the recommendation may be indicated by color, size, and transparency. For example, when the exposure risk is high, the arrow may appear bright red and larger in size; when the risk is low, it may appear as a smaller blue arrow. The arrow may also have a breathing effect or a pulsating animation to attract the player's attention without overly interfering with the gaming experience. This dynamic visual effect can be achieved through click operations, sliding operations, long press operations, and / or other operations. For example, through a click operation, the player can click the virtual joystick on the screen to move the character in the recommended direction, and the system will automatically assist the player in moving in a safe direction.

[0100] In an optional embodiment, the second indicator can be deeply integrated with the movement control area, with a fan-shaped highlighted area indicating the recommended direction range. The system displays a fan-shaped area around the virtual joystick, covering the recommended movement direction range. When the player moves the joystick into this area, they will receive visual feedback or slight tactile feedback to enhance the operation guidance effect, such as Figure 2 This design preserves the player's operational freedom while providing intuitive directional suggestions. These suggestions can be achieved through tapping, swiping, long pressing, and / or other actions. For example, using swiping, the player can slide the virtual joystick along a highlighted sector to obtain the system's recommended optimal direction of movement.

[0101] like Figure 2 As shown, in a specific application of this embodiment, the player character is located behind cover in an open area. However, due to the character's prone position, the lower half of the body is partially exposed outside the cover. After analyzing the character's surroundings, the system determines that moving to the left can significantly reduce the risk of exposure. In the movement control area (virtual joystick) in the lower left corner of the graphical user interface, the area to the left of the movement control area is highlighted, accompanied by a crouching icon, clearly indicating the recommended movement direction and posture adjustment. At the same time, a human silhouette icon is displayed on the left side of the screen, highlighting the currently exposed body part (lower half of the body). Players can easily adjust their character's position and posture based on these visual cues, completely hiding the character behind cover to avoid enemy detection. This intuitive visual guidance system enables players to quickly understand the current situation and take appropriate countermeasures, effectively enhancing the gaming experience and tactical depth.

[0102] In an information prompting method provided in one embodiment of the present application, the method further includes: Step S710 , calculating the exposure degree of the target part, wherein the exposure degree represents the ratio of the exposed area of ​​the target part to the character model area of ​​the player character; Step S720: setting the display effect of the first prompt mark and / or the second prompt mark according to the exposure degree.

[0103] Through the method provided in this embodiment, the system can provide different degrees of visual feedback according to the severity of the character's exposure, helping players to more intuitively understand the danger level of the current exposure state, and thus adjust the character's posture or position more specifically, thereby improving the interactive experience and strategy of the game, while reducing the risk of being discovered by the enemy due to unawareness, and solving the technical problem that players in traditional games cannot perceive the character's exposure state.

[0104] The above scheme is described in detail below.

[0105] In step S710 , the exposure degree of the target part is calculated, wherein the exposure degree represents the ratio of the exposed area of ​​the target part to the character model area of ​​the player character.

[0106] Specifically, the system calculates the exposure level of the target part (i.e., the part of the player character that passes through or is exposed outside of an environmental object) based on the detection results. The exposure level index is calculated by calculating the ratio between the exposed area of ​​the target part and the overall character model area, quantifying the severity of the character's exposure.

[0107] Second, exposure generally assesses the player character's likelihood of being threatened in their current position and posture. As a quantitative metric, exposure helps the system determine the severity of the character's exposure, providing a basis for subsequent adjustments to visual cues.

[0108] In step S720, the display effect of the first prompt mark and / or the second prompt mark is set according to the exposure degree.

[0109] Specifically, the system dynamically adjusts the visual effects of the prompt icon displayed on the graphical user interface based on the exposure level value calculated in step S710, so that the player can intuitively understand the severity of the current exposure status. These adjustments may include changing the color, transparency, size, shape, flashing frequency or animation effect of the prompt icon. When adjusting the display effect of the prompt icon, the display effect of the second prompt icon in the mobile control area can be adjusted, or the display effect of the first prompt icon on the graphical user interface (for example, the human outline icon) can be adjusted. The display effect can be a visual feedback method, which refers to the system conveying the severity of the character's exposure status to the player by changing the visual attributes of the prompt icon. The display effect presents different levels of risk warnings through visual differentiation.

[0110] In an optional embodiment, the system can set the color change of the prompt mark according to different exposure levels. Figure 4a As shown in Figure 2, when the exposure level is at a low level (e.g. less than 10%), the warning icon may be displayed in green; Figure 4b When the exposure level is at a moderate level (e.g., between 10% and 20%), the warning symbol may turn yellow; Figure 4c As shown, when the exposure level is high (e.g., greater than 20%), the indicator may turn red. For example, if the player character's legs are slightly exposed outside the cover, the calculated exposure level is 8%. The system will highlight the area to the left of the movement control area in green to indicate a low-risk exposure situation.

[0111] In an information prompt method provided in an embodiment of the present application, the step of setting the display effect of the first prompt indicator and / or the second prompt indicator according to the exposure degree includes: Step S810: When the exposure level is greater than a first threshold, the prompt mark is set to a first display effect; Step S820: When the exposure level is greater than the second threshold and less than or equal to the first threshold, the prompt mark is set to the second display effect; Step S830: When the exposure level is less than or equal to the second threshold, the prompt mark is set to the third display effect.

[0112] Through the method provided in this embodiment, the system can provide players with intuitive and differentiated visual feedback based on the different levels of character exposure. Players can quickly identify the severity of the current exposure risk and adjust the character's position or posture in a timely manner to avoid gaming disadvantages caused by unnecessary exposure, thereby improving the interactive experience, enhancing the tactical and richness of the game, and solving the computer interaction problem of the character's exposure status being difficult to perceive in the game.

[0113] The above scheme is described in detail below.

[0114] In step S810, when the exposure level is greater than a first threshold, the prompt mark is set to a first display effect.

[0115] Specifically, during gameplay, the system calculates the player character's exposure level in real time and compares the calculated result with a preset first threshold. When the exposure level exceeds the first threshold, the system sets the prompt icon displayed on the graphical user interface to the first display effect, thereby conveying a high-risk exposure status to the player.

[0116] The first display effect may be a visual feedback method of a specific color, shape, animation effect, or a combination thereof. The first display effect generally serves to alert the player, enabling the player to quickly identify and respond to high-risk exposure situations.

[0117] In an alternative embodiment, the first display effect can be a bright red highlight accompanied by a rapidly flashing animation effect, indicating that the character is in a highly exposed state. For example, when the player character's lower body is exposed outside of cover, the system will highlight the corresponding part of the human figure outline in bright red and add an animation effect that flashes 2-3 times per second, strongly attracting the player's attention and prompting the player to immediately adjust their position.

[0118] In one specific application, when a character's lower body is exposed outside cover, exceeding the preset first threshold of 20%, the system immediately highlights the character's lower body in a striking red on the human silhouette icon displayed on the side of the interface. Simultaneously, a red highlight appears in the movement control area on the left side of the screen, reminding the player that they are in a highly dangerous state and need to immediately adjust their position to avoid being discovered and attacked by the enemy.

[0119] In step S820, when the exposure level is greater than the second threshold and less than or equal to the first threshold, the prompt mark is set to the second display effect.

[0120] Specifically, the system continuously monitors the character's exposure level. When the exposure level value is within the range between the second threshold and the first threshold, the system will change the display effect of the prompt logo to the second display effect indicating medium risk, to distinguish it from the first display effect of the high-risk state and the third display effect of the low-risk state.

[0121] The second threshold can be a preset value lower than the first threshold, used to demarcate the boundary between medium risk and low risk. The second threshold usually serves as a risk level classification standard and together with the first threshold constitutes a risk grading system.

[0122] In step S830, when the exposure level is less than or equal to the second threshold, the prompt mark is set to the third display effect.

[0123] Specifically, when the system detects that the character's exposure level is lower than the second threshold, it indicates that the character is in a relatively safe and low-risk state. At this time, the system will set the display effect of the prompt logo to the third display effect to convey to the player that the current exposure level is within an acceptable range.

[0124] The third display effect can be a specific visual expression form that is different from the first and second display effects. The third display effect usually conveys low risk or safe status information, has a weak visual impact, and will not distract the player's attention in the game.

[0125] In an optional embodiment, the third display effect can be a solid green highlight without flickering or pulsating animation, indicating that the character is in a relatively safe exposure state. For example, when only a small amount of non-critical parts of the player character are slightly exposed, the system will highlight the corresponding parts or movement control areas in the human outline in a soft green without adding dynamic effects, conveying to the player that the current state is acceptable.

[0126] In an information prompt method provided in an embodiment of the present application, the first display effect, the second display effect, and the third display effect respectively correspond to at least one of different colors, animation effects, or shapes.

[0127] Specifically, when setting the display effect of the prompt logo according to the character's exposure level in the game, the system will present different degrees of exposure risks through visually distinct display effects. These display effects include at least one of the visual elements such as different colors, different animation effects or different shapes, so that players can intuitively identify the current character's exposure risk level.

[0128] Color can be a visual element used to visually distinguish the exposure level of characters in the game interface through different colors. Color is an intuitive visual indicator that can convey different levels of exposure risk to players through different hues, saturations, and brightness. ([Content Requirement 1] has been invoked) In an optional embodiment, the first display effect can use red as the color identifier to indicate a high-risk exposure state; the second display effect can use yellow or orange as the color identifier to indicate a medium-risk exposure state; and the third display effect can use green as the color identifier to indicate a low-risk exposure state.

[0129] In an optional implementation, the system can combine color with other visual elements, such as combining color with transparency, border thickness, or icon shape, to further enhance the hierarchy of information. For example, in a tactical stealth game, high-risk exposure states could be marked not only with red but also with a pulsating border effect; medium-risk states could be marked with yellow with a dashed border; and low-risk states could be marked with green with a thin border. This creates a complete visual hierarchy, allowing players to instantly understand the current level of exposure risk.

[0130] Secondly, animation effects often attract players' attention and reinforce the sense of urgency of prompt information. Animation effects can enhance the prominence of visual cues through elements such as movement, flashing, and scaling, allowing players to quickly notice exposure risks.

[0131] In an optional embodiment, the first display effect may adopt a fast flashing or pulsating animation effect to emphasize the urgency of a high-risk exposure state; the second display effect may adopt a slow flashing or slightly fluctuating animation effect to indicate a medium-risk state; and the third display effect may adopt a static display or a slight breathing effect to indicate a low-risk state.

[0132] Secondly, shapes often have the function of visually conveying information through different geometric appearances and icon styles. Different shapes can be used to emphasize different levels of exposure risk, enhancing the recognition of visual cues and the accuracy of information transmission.

[0133] In an optional embodiment, the first display effect can use a highly warning shape, such as an exclamation mark, a triangular warning sign, or a graphic with sharp edges, to indicate a high-risk exposure state; the second display effect can use a neutral shape, such as a circular or square mark, to indicate a medium-risk state; and the third display effect can use a soft shape, such as a rounded rectangle or a light-colored border, to indicate a low-risk state. For example, when the player character's head is in a high-risk exposure state, the system will display a red triangular warning sign with an exclamation mark in the head area; when the character's arm is in a medium-risk state, the system will display a yellow circular mark in the arm area; when the character's leg is in a low-risk state, the system will display a rounded rectangle with a soft green border in the leg area, intuitively conveying different levels of risk information through different shapes.

[0134] Likewise, the display effect of the second prompt mark in the mobile control area may also be applicable to the aforementioned solution.

[0135] In a specific application of this embodiment, when the player character is making tactical moves behind cover, the system applies three different visual effects to the human-shaped outline icon on one side of the screen according to the degree of exposure: the character's head is displayed as flashing red and accompanied by a triangular warning icon due to severe exposure (exposure level of 25%); the right arm is displayed as pulsating orange and accompanied by a circular mark due to moderate exposure (exposure level of 15%); the left leg is displayed as static green and accompanied by a soft border due to slight exposure (exposure level of 8%). Similarly, the above three different visual effects are also applied to the movement control area in the lower left corner of the screen. This differentiated display effect on the human-shaped outline icon helps players quickly identify the exposure risks of various parts of the body. At the same time, the differentiated display effect on the movement control area indicates which direction the user needs to move to reduce exposure based on the understanding of the degree of exposure.

[0136] In an information prompting method provided in one embodiment of the present application, the method further includes: Step S1010, when it is detected that the player character has adjusted his posture or position, re-detect whether the player character has the target part; Step S1020: In response to determining that the target part of the player character does not exist, hiding the first prompt mark.

[0137] Through the method provided in this embodiment, the system can respond to the player's operation adjustments in real time, and immediately update the interface feedback after the player solves the character exposure problem, avoiding unnecessary prompt interference, improving the game's immersion and operational smoothness, and at the same time enhancing the immediacy and accuracy of game interaction, providing players with a more intuitive and friendly gaming experience, allowing players to focus more on the game itself, and improving the game's playability and competitiveness.

[0138] The above scheme is described in detail below.

[0139] In step S1010 , after it is detected that the player character has adjusted its posture or position, it is re-detected whether the player character has a target part.

[0140] Specifically, the system will continuously monitor the state changes of the player character. When it detects that the player controls the player character to adjust the posture or move the position by operating the terminal device, it will immediately re-execute the detection process to evaluate whether the player character still has the target part in the new state, that is, whether there are still parts passing through the environmental objects or exposed outside the environmental objects.

[0141] The player character's posture or position adjustment can be the player's action of changing the posture or spatial position of the game character in the game scene by inputting an operation on a terminal device. The player character's posture or position adjustment usually has the effect of changing the relative position relationship between the character and the environment objects.

[0142] Secondly, the player character can adjust the posture or position by clicking, sliding, long pressing and / or other operations. For example, through clicking, the player can click a specific position of the movement control area on the game interface to control the character to move in a certain direction or change the posture.

[0143] In an optional embodiment, the player character's posture adjustment may include switching from a standing position to a squatting position or a prone position, or from a squatting position to a standing position or a prone position, or from a prone position to a standing position or a squatting position. This posture adjustment can be achieved through a dedicated posture switching button or key combination. For example, Figure 2 As shown, in mobile shooting games, players can switch the character from a standing posture to a crouching posture by clicking the posture switching icon in the lower right corner of the screen to reduce the possibility of being discovered by the enemy and reduce the risk of exposing the body outside the cover.

[0144] In an optional embodiment, the player character's position adjustment may include moving forward, backward, left, right, or in any direction. This position adjustment is usually achieved through a virtual joystick or direction keys, allowing the player to accurately control the character's position in the game scene. For example, Figure 2 As shown, in a survival shooting game, when the system prompts the player character's head to be exposed outside the cover, the player can use the left virtual joystick to control the character to move back a few steps so that the head is completely hidden behind the cover, thereby avoiding being discovered or attacked by the enemy.

[0145] In an alternative embodiment, the process for rechecking whether the player character has the target part is the same as the initial check. The system applies the same collision detection algorithm, but calculates it based on the character's new state after adjustment. This detection is performed in real time, ensuring the system's responsiveness to player actions is fast and accurate.

[0146] In one specific application, the system detects that a character's weapon barrel is partially exposed through a wall and immediately displays a first warning icon on the interface, alerting the player to the risk of exposure. After noticing the warning, the player switches the character from a standing position to a crouching position by clicking the posture button in the lower right corner of the interface. The moment the character completes the posture change, the system immediately re-executes the detection algorithm, analyzing the collision relationship between the character's new posture and the wall to determine whether any parts are still protruding from the wall or exposed. This re-detection process is completed in the next frame of the image, ensuring that the player receives timely feedback on the effectiveness of the adjustment.

[0147] In step S1020 , in response to determining that the target part of the player character does not exist, the first prompt mark is hidden.

[0148] Specifically, when the system determines through re-detection that the player character no longer has the target part after adjusting the posture or position, that is, no part passes through the environmental objects or is exposed outside the environmental objects, the system will automatically hide the first prompt logo previously displayed, making it disappear from the graphical user interface to avoid unnecessary visual interference to the player.

[0149] Hiding the first prompt indicator can be an operation that removes the visual element previously displayed on the graphical user interface (GUI) to indicate the target location. Hiding the first prompt indicator typically unclutters the user interface, reduces visual clutter, and enhances game immersion. The system can automatically hide the prompt indicator upon detecting that the player character does not have the target location, eliminating the need for the player to manually click.

[0150] For example, when the player character approaches a bunker, the system detects that the character's weapon is partially exposed outside the bunker and displays a prompt icon. After the player adjusts the character's standing angle, the system re-detects and confirms that the weapon is completely hidden. At this time, the original exposure prompt icon disappears. In an optional implementation, after the system hides the initial warning indicator, it continues to perform periodic checks in the background, monitoring changes in the player character's status. If the target area is detected again during subsequent gameplay, the system will re-display the initial warning indicator. This continuous monitoring mechanism ensures that the system can always provide timely and accurate exposure risk warnings.

[0151] In a specific application of this embodiment, when the character approaches the edge of a window, the system discovers through collision detection that the character's gun part and right shoulder have passed through the wall and are exposed outside the window. At this time, a human outline icon appears on the right side of the screen, and red highlighted areas are displayed on the corresponding right shoulder and right hand parts, prompting the player that these parts are exposed. After the player notices this prompt, he uses the left virtual joystick to move the character backward. When the character completes the movement, the system re-performs collision detection and determines that the character is completely hidden behind the wall and no part is exposed. Subsequently, the human-shaped prompt icon on the right side of the screen disappears. This real-time feedback mechanism not only helps players avoid the risk of being discovered by the enemy due to exposed parts, but also improves the visual clarity and immersion of the game by promptly removing unnecessary interface elements.

[0152] In an information prompting method provided by an embodiment of the present application, the target part of the player character includes a body part of the player character or an item held by the player character.

[0153] Specifically, in a game scene, when the player character approaches an environmental object (such as a wall or cover), the system detects the relationship between the character model and the environment, determining whether any part of the model passes through the environmental object or is exposed outside of the environmental object. These parts that may be exposed or penetrate the model are defined as target parts, including the player character's body parts (such as the head, torso, limbs, etc.) or items held by the player character (such as weapons and props).

[0154] The player character's body parts can be the physical components of the virtual character controlled by the player in the game. The player character's body parts are usually the basic components of the game character model and serve as key monitoring objects when detecting character exposure.

[0155] Items held by a player character can be any in-game object equipped or held by the player character in the game. As an extension of the character model, items held by the player character also participate in the exposure detection process and are an important part of the target area.

[0156] In an optional embodiment, the items held by the player character mainly include various weapons (such as firearms, melee weapons), tools and special props, etc. The system will perform exposure detection based on the geometric shapes and positional relationships of these items.

[0157] Through the method provided in this embodiment, the system can accurately identify and prompt the player character's body parts or exposed items, thereby helping the player to adjust the posture or position in time to avoid being discovered or attacked by the enemy.

[0158] In an information prompting method provided in an embodiment of the present application, the environmental object includes at least one of a wall, an obstacle, or a shelter.

[0159] Specifically, environmental objects refer to various static or dynamic objects that constitute the environment surrounding the player character in the game scene. These objects may interact with the player character, including causing collisions, occlusions, or providing cover for the player.

[0160] In an optional embodiment, the wall can be a vertical building structure in the game scene, including an interior wall, an exterior wall of a building, a fence, or other similar vertical partitioning objects.

[0161] In an optional embodiment, obstacles can be small or medium-sized objects in the game scene that hinder the player's movement or vision, including but not limited to boxes, vehicles, tables and chairs, rocks, trees, etc. that can be used as temporary cover.

[0162] In an optional embodiment, cover refers to a game element specifically designed to provide tactical cover, typically having a specific height and width, such as a pile of sandbags, a low wall, a ledge, or a trench that allows the player character to hide from enemy sight and fire.

[0163] In a specific application, the game system will set different collision detection parameters and rules for different types of environmental objects. For example, for higher walls, the system will focus on detecting whether the player's arms and weapons can penetrate the wall when the player is crouching or standing; while for low wall-like shelters, the system will pay more attention to the exposure of the player's head when the player is prone. In a certain game match, the player controlled the character to crouch behind a concrete shelter. The system detected that the barrel of the sniper rifle held by the character had passed through the shelter and might be discovered by the enemy. The system immediately triggered the exposure prompt mechanism to help the player adjust his posture in time to avoid unnecessary exposure.

[0164] The method provided in this embodiment enables the game system to perform accurate penetration detection on different types of environmental objects, thereby more accurately identifying the exposure of player characters and improving the interactive experience. At the same time, through adaptive processing of different environmental objects, the richness of the game scene is increased, and the accuracy problem of the interaction between characters and the environment in computer games is solved through accurate collision detection algorithms.

[0165] In an information prompt method provided in one embodiment of the present application, the display position, display mode and display content of the prompt logo can be customized by the player through game settings.

[0166] Specifically, the prompt mark is a visual element on the game interface used to prompt the player's character's target part location information. Its display parameters can be adjusted by the player according to personal preferences to obtain the best gaming experience.

[0167] In an optional embodiment, the display position can be a specific placement area of ​​the prompt logo on the game screen, including but not limited to the four corners of the screen, the center of the screen, near the character, or a custom coordinate position.

[0168] In an optional embodiment, the display mode can be a visual representation of the prompt logo, including parameters such as transparency, size, whether it has a border, whether it contains animation effects, flashing frequency, and whether it is completely hidden in the non-prompt state.

[0169] In an optional embodiment, the displayed content may be the type and level of detail of information contained in the prompt sign, such as whether the name of the specific exposed part is displayed, whether the percentage value of the exposed area is included, whether the risk levels of different exposure levels are distinguished, and whether improvement suggestions are included.

[0170] Corresponding to the above method embodiment, the embodiment of the present disclosure further provides an information prompting device 500, such as Figure 5 As shown, the device includes: A detection module 510 is configured to detect the relationship between the player character and the environmental object and determine whether the player character has a target part, wherein the target part is a part of the player character that passes through the environmental object or is exposed outside the environmental object; The prompt module 520 is configured to display a first prompt mark on the graphical user interface in response to determining that the player character has a target part, where the prompt mark is used to prompt the location information of the target part.

[0171] The above-mentioned information prompt device, through the method provided by this embodiment, enables players to intuitively understand the exposure status of the character, reduces the number of attempts required by players in complex scenes, simplifies the operation process, and improves the interactive experience; at the same time, the intelligent prompt system increases the depth and playability of tactical decision-making, and improves the richness of the game; in addition, through precise collision detection and visual feedback mechanism, it reduces the accidental death of players due to character exposure, reduces unnecessary data processing and rendering burdens, and optimizes the efficiency of game resource utilization.

[0172] The present disclosure also provides an electronic device, such as Figure 6 As shown, the electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned information prompt method.

[0173] Specifically, the above-mentioned information prompt method includes: detecting the relationship between the player character and the environmental object, determining whether the player character has a target part, wherein the target part is the part of the player character that passes through the environmental object or is exposed outside the environmental object; in response to determining that the player character has a target part, displaying a first prompt mark on the graphical user interface, and the prompt mark is used to prompt the location information of the target part.

[0174] Optionally, the step of displaying the first prompt mark on the graphical user interface includes: displaying a human-shaped outline mark in the graphical user interface; and highlighting a part corresponding to the target part in the human-shaped outline mark.

[0175] Optionally, the humanoid outline identifier corresponds to a current posture of the player character, and the current posture includes one of a standing posture, a squatting posture, and a prone posture.

[0176] Optionally, the step of determining whether the player character has a target part includes: establishing a collision volume model of the player character, the collision volume model including collision boxes of various parts of the player character's body and held items; monitoring the interaction relationship between the collision box and environmental objects; and when it is detected that the collision box and the environmental object have an overlapping area, determining that the player character has a target part.

[0177] Optionally, the method further includes: determining available movement space data based on the surrounding environment of the player character; determining a recommended direction for adjusting the posture or position of the player character based on the available movement space data; and displaying a second indicator of the recommended direction in the movement control area of ​​the graphical user interface.

[0178] Optionally, the method further includes: calculating the exposure degree of the target part, wherein the exposure degree represents the ratio of the exposed area of ​​the target part to the character model area of ​​the player character; and setting the display effect of the first prompt mark and / or the second prompt mark according to the exposure degree.

[0179] Optionally, the step of setting the display effect of the first prompt identifier and / or the second prompt identifier according to the exposure degree includes: when the exposure degree is greater than a first threshold, setting the prompt identifier to the first display effect; when the exposure degree is greater than the second threshold and less than or equal to the first threshold, setting the prompt identifier to the second display effect; when the exposure degree is less than or equal to the second threshold, setting the prompt identifier to the third display effect.

[0180] Optionally, the first display effect, the second display effect, and the third display effect respectively correspond to at least one of different colors, animation effects, or shapes.

[0181] Optionally, the method further includes: after detecting that the player character adjusts the posture or position, re-detecting whether the player character has the target part; in response to determining that the player character does not have the target part, hiding the first prompt mark.

[0182] Optionally, the target part of the player character includes a body part of the player character or an item held by the player character.

[0183] Optionally, the environmental object includes at least one of a wall, an obstacle or a shelter.

[0184] Optionally, the display position, display mode and display content of the prompt logo can be customized by the player through game settings.

[0185] Through the electronic device provided by the above-mentioned embodiment and the method provided by this embodiment, players can intuitively understand the exposure status of their characters, reducing the number of attempts players need to make in complex scenarios, simplifying the operation process, and improving the interactive experience; at the same time, the intelligent prompt system increases the depth and playability of tactical decision-making, and improves the richness of the game; in addition, through precise collision detection and visual feedback mechanisms, accidental deaths of players due to character exposure are reduced, unnecessary data processing and rendering burdens are reduced, and the efficiency of game resource utilization is optimized.

[0186] Further, Figure 6 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .

[0187] The memory 100 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 6 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.

[0188] The processor 101 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 101 or by instructions in the form of software. The above-mentioned processor 101 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, or discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor may be a microprocessor or the processor may be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.

[0189] An embodiment of the present disclosure also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned information prompt method. The specific implementation can be found in the method embodiment, which will not be repeated here.

[0190] Specifically, the information prompt method includes: detecting the relationship between the player character and the environmental object, determining whether the player character has a target part, wherein the target part is the part of the player character that passes through the environmental object or is exposed outside the environmental object; in response to determining that the player character has a target part, displaying a first prompt mark on the graphical user interface, the prompt mark is used to prompt the location information of the target part.

[0191] Optionally, the step of displaying the first prompt mark on the graphical user interface includes: displaying a human-shaped outline mark in the graphical user interface; and highlighting a part corresponding to the target part in the human-shaped outline mark.

[0192] Optionally, the humanoid outline identifier corresponds to a current posture of the player character, and the current posture includes one of a standing posture, a squatting posture, and a prone posture.

[0193] Optionally, the step of determining whether the player character has a target part includes: establishing a collision volume model of the player character, the collision volume model including collision boxes of various parts of the player character's body and held items; monitoring the interaction relationship between the collision box and environmental objects; and when it is detected that the collision box and the environmental object have an overlapping area, determining that the player character has a target part.

[0194] Optionally, the method further includes: determining available movement space data based on the surrounding environment of the player character; determining a recommended direction for adjusting the posture or position of the player character based on the available movement space data; and displaying a second indicator of the recommended direction in the movement control area of ​​the graphical user interface.

[0195] Optionally, the method further includes: calculating the exposure degree of the target part, wherein the exposure degree represents the ratio of the exposed area of ​​the target part to the character model area of ​​the player character; and setting the display effect of the first prompt mark and / or the second prompt mark according to the exposure degree.

[0196] Optionally, the step of setting the display effect of the first prompt identifier and / or the second prompt identifier according to the exposure degree includes: when the exposure degree is greater than a first threshold, setting the prompt identifier to the first display effect; when the exposure degree is greater than the second threshold and less than or equal to the first threshold, setting the prompt identifier to the second display effect; when the exposure degree is less than or equal to the second threshold, setting the prompt identifier to the third display effect.

[0197] Optionally, the first display effect, the second display effect, and the third display effect respectively correspond to at least one of different colors, animation effects, or shapes.

[0198] Optionally, the method further includes: after detecting that the player character adjusts the posture or position, re-detecting whether the player character has the target part; in response to determining that the player character does not have the target part, hiding the first prompt mark.

[0199] Optionally, the target part of the player character includes a body part of the player character or an item held by the player character.

[0200] Optionally, the environmental object includes at least one of a wall, an obstacle or a shelter.

[0201] Optionally, the display position, display mode and display content of the prompt logo can be customized by the player through game settings.

[0202] The storage location provided by the above-mentioned embodiment and the method provided by this embodiment enable players to intuitively understand the exposure status of the character, reduce the number of attempts required by players in complex scenes, simplify the operation process, and enhance the interactive experience; at the same time, the intelligent prompt system increases the depth and playability of tactical decision-making, and improves the richness of the game; in addition, through precise collision detection and visual feedback mechanism, the accidental death of players due to character exposure is reduced, the unnecessary data processing and rendering burden is reduced, and the efficiency of game resource utilization is optimized.

[0203] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the existing technology, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a number of instructions for enabling a computer device (which can be a personal computer, terminal device, or network device, etc.) to execute all or part of the steps of the various embodiments of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, and other media that can store program code.

[0204] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0205] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure shall be subject to the scope of protection of the claims.

Claims

1. An information prompting method, characterized in that: A graphical user interface is provided via a terminal device, wherein the graphical user interface includes a game scene, wherein the game scene includes at least one environmental object and a player character controlled by the terminal device, and the method includes: detecting a relationship between the player character and the environmental object, and determining whether the player character has a target part, wherein the target part is a part of the player character that passes through the environmental object or is exposed outside the environmental object; In response to determining that the player character is located at the target part, a first prompt mark is displayed on the graphical user interface, where the prompt mark is used to prompt location information of the target part.

2. The method according to claim 1, characterized in that The step of displaying a first prompt mark on the graphical user interface includes: Displaying a human-shaped outline identifier in the graphical user interface; The part corresponding to the target part is highlighted in the human outline mark.

3. The method according to claim 2, characterized in that The humanoid outline identifier corresponds to the current posture of the player character, and the current posture includes one of a standing posture, a squatting posture, and a prone posture.

4. The method according to claim 1, wherein The step of determining whether the player character has a target part includes: Establishing a collision volume model of the player character, the collision volume model including collision boxes of various body parts and held items of the player character; monitoring the interaction between the collision box and the environmental objects; When it is detected that the collision box and the environmental object have an overlapping area, it is determined that the player character has the target part.

5. The method according to claim 1, wherein The method further comprises: Determining available movement space data based on the surrounding environment of the player character; determining a recommended direction for adjusting the posture or position of the player character based on the available movement space data; A second indicator of the recommended direction is displayed in the movement control area of ​​the graphical user interface.

6. The method according to any one of claims 1 or 5, characterized in that The method further comprises: calculating an exposure degree of the target part, wherein the exposure degree represents a ratio of an exposed area of ​​the target part to an area of ​​a character model of the player character; The display effect of the first prompt mark and / or the second prompt mark is set according to the exposure degree.

7. The method according to claim 6, characterized in that The step of setting the display effect of the first prompt mark and / or the second prompt mark according to the exposure degree includes: When the exposure level is greater than a first threshold, setting the prompt mark to a first display effect; When the exposure level is greater than a second threshold and less than or equal to the first threshold, setting the prompt mark to a second display effect; When the exposure degree is less than or equal to the second threshold, the prompt mark is set to a third display effect.

8. The method according to claim 7, characterized in that The first display effect, the second display effect, and the third display effect respectively correspond to at least one of different colors, animation effects, or shapes.

9. The method according to claim 1, characterized in that The method further comprises: When it is detected that the player character adjusts the posture or position, re-detecting whether the player character has the target part; In response to determining that the player character does not have the target part, the first prompt mark is hidden.

10. The method according to claim 1, characterized in that The target part of the player character includes a body part of the player character or an item held by the player character.

11. The method according to claim 1, wherein The environmental object includes at least one of a wall, an obstacle, or a shelter.

12. The method according to claim 1, characterized in that The display position, display mode and display content of the prompt logo can be customized by the player through game settings.

13. An information prompting device, characterized in that: The device comprises: a detection module configured to detect a relationship between the player character and the environmental object, and determine whether the player character has a target part, wherein the target part is a part of the player character that passes through the environmental object or is exposed outside the environmental object; The prompt module is configured to display a first prompt mark on the graphical user interface in response to determining that the player character is located at the target part, wherein the prompt mark is used to prompt the location information of the target part.

14. An electronic device comprising a processor and a memory, wherein the memory stores a computer program, wherein: When the processor executes the computer program, the method according to any one of claims 1 to 12 is implemented.

15. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the method according to any one of claims 1 to 12 is implemented.