Information display method and device, electronic equipment and computer readable storage medium
By converting the sound sources in the game into visual prompts, the problem of novice players having difficulty processing auditory information in the game is solved, and the game control smoothness and experience are improved.
Patent Information
- Application Number
- CN202510690560.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-05-27
- Publication Date
- 2025-09-26
AI Technical Summary
It is difficult for novice players to balance auditory information and operations in the game, resulting in a decrease in battlefield situation awareness, missing the best tactical opportunities, and affecting the gaming experience.
By converting the sound sources around the virtual character into visual prompts on the periphery of the mobile control components, players can quickly understand the enemy's position and take corresponding actions.
It improves the smoothness of game control, allowing players to quickly respond to battlefield changes, simplifies the operation process, and improves the gaming experience.
Smart Images

Figure CN120695440A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computers, and in particular to an information display method, device, electronic device, and computer-readable storage medium. Background Art
[0002] During the game, players usually need to use conventional movement control methods (such as virtual joysticks, direction buttons, etc.) to control the movement of the game character, and at the same time rely on auditory information (such as enemy footsteps, gunshots) to judge the enemy's position and take corresponding tactical actions.
[0003] Due to their lack of experience, novice players need to divide their attention between multiple controls when manipulating their virtual characters, making it difficult to simultaneously perceive and process auditory information. This reduces their battlefield situational awareness and can lead to missed tactical opportunities. For novice players, this often prevents them from making timely and accurate movement decisions, resulting in a poor gaming experience. Summary of the Invention
[0004] The present application provides an information display method, device, electronic device and computer-readable storage medium, which enable players to quickly understand the enemy's position during the game, perform game operations more agilely, and improve the user experience.
[0005] In a first aspect, an embodiment of the present application provides a method for displaying information, wherein a terminal device provides a graphical user interface, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a first virtual character and a second virtual character, and the first virtual character and the second virtual character belong to different camps. The method includes: Displaying a movement control component in a graphical user interface, the movement control component is used to control the movement of the first virtual character in the game scene, In response to detecting that a sound source generated by a second virtual character exists within a preset range around the first virtual character, a visual prompt mark is generated in a peripheral area of the movement control component, and the generation position of the visual prompt mark corresponds to the orientation of the second virtual character.
[0006] In a second aspect, an embodiment of the present application provides an information display device, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a first virtual character and a second virtual character, and the first virtual character and the second virtual character belong to different camps. The device includes: A display module is configured to display a movement control component in a graphical user interface, wherein the movement control component is configured to control the movement of the first virtual character in the game scene. The prompt module is used to generate a visual prompt mark in the peripheral area of the movement control component in response to detecting the presence of a second virtual character within a preset range around the first virtual character, and the generation position of the visual prompt mark corresponds to the orientation of the second virtual character.
[0007] In a third aspect, an embodiment of the present application provides an electronic device comprising: a processor, a memory and a bus, wherein the memory stores computer-executable instructions executable by the processor. When the electronic device is running, the processor and the memory communicate through the bus, and the processor executes the computer-executable instructions to implement the method of the first aspect.
[0008] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, on which computer-executable instructions are stored. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method of the first aspect.
[0009] The information display method provided in the present application provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a first virtual character and a second virtual character, and the first virtual character and the second virtual character belong to different camps. The method includes displaying a movement control component in the graphical user interface, wherein the movement control component is used to control the movement of the first virtual character in the game scene, and in response to detecting the presence of a sound source generated by the second virtual character within a preset range around the first virtual character, generating a visual prompt mark in the peripheral area of the movement control component, wherein the generation position of the visual prompt mark corresponds to the orientation of the second virtual character.
[0010] Through the above method, it can be seen that this application converts sound information into intuitive visual prompts, and then combines it with simple joystick operations to trigger special movement states, allowing players to quickly respond to changes in battlefield conditions and improve the smoothness of game control. BRIEF DESCRIPTION OF THE DRAWINGS
[0011] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments of the present application. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.
[0012] Figure 1 This is a flow chart of the information display method provided by an embodiment of the present application; Figure 2 This is a schematic diagram of an interface of the information display method provided by an embodiment of the present application; Figure 3This is another interface diagram of the information display method provided in the embodiment of the present application; Figure 4 This is another interface diagram of the information display method provided in the embodiment of the present application; Figure 5 is a structural diagram of an information display device provided in an embodiment of the present application; Figure 6 This is a structural block diagram of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0013] The following description sets forth many specific details to facilitate a thorough understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the scope of the present application. Therefore, the present application is not limited to the specific implementations disclosed below.
[0014] It should be noted that the terms "first", "second", "third", etc. in the claims, description and drawings of the present application are used to distinguish similar objects and are not used to describe a specific order or sequence. The data used in this way are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in a sequence other than that illustrated or described herein. In addition, the terms "including", "having" and their variations are intended to cover non-exclusive inclusions. For example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0015] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, "several" refers to one or more, and "multiple" refers to two or more. "And / or" is merely a description of the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.
[0016] It should be understood that in the embodiments of the present application, "B corresponding to A," "B corresponding to A," "A corresponds to B," or "B corresponds to A" means that B is associated with A and B can be determined based on A. Determining B based on A does not mean determining B based solely on A; B can also be determined based on A and / or other information.
[0017] Based on the problems described above, embodiments of the present application provide an information interaction method, device, electronic device, and computer-readable storage medium.
[0018] The game control method provided in the embodiment of the present application can be performed by an electronic device, which can be a terminal or server. The terminal can be a terminal device such as a smart phone, a tablet computer, or a laptop computer. The server can be an independent physical server, or a server cluster or a distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The server can be hardware or software. When the server is hardware, it can be implemented as a distributed server cluster composed of multiple servers, or it can be implemented as a single server. When the server is software, it can be implemented as multiple software or software modules (such as software or software modules for providing distributed services), or it can be implemented as a single software or software module. The embodiment of the present application does not specifically limit this.
[0019] In an optional embodiment, taking a game as an example, when the information processing method is executed on a terminal device, the terminal device stores the game application and the game virtual scene. The terminal device interacts with the player via a sender graphical user interface. The terminal device can provide the sender graphical user interface to the player in various ways, such as rendering and displaying it on the terminal device's display screen or presenting the sender graphical user interface through holographic projection.
[0020] In an optional embodiment, taking cloud gaming as an example, when the game processing method runs on a server, the method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes a server and client devices. The main body running the game application and the main body presenting the game screen are separated. The storage and operation of the method for controlling the vehicle in the game are completed on the server. The game screen is presented on the client. The client is mainly responsible for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission capabilities close to the player, such as a mobile terminal, TV, computer, PDA, personal digital assistant, head-mounted display device, etc., but the terminal device performing game data processing is a cloud server. When playing the game, the player operates the client to send instructions to the server. The server controls the game according to the instructions, encodes and compresses the game screen and other data, and returns it to the client via the network. Finally, the client decodes and outputs the game screen.
[0021] The embodiments of the present application provide an information display method, device, electronic device, and computer-readable storage medium. The information display device can be integrated into a computer device, and the electronic device can be a server, a terminal, or other device.
[0022] Figure 1 A flowchart of an information display method provided in an embodiment of the present application.
[0023] like Figure 1 As shown, a method for displaying information includes providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a first virtual character and a second virtual character, and the first virtual character and the second virtual character belong to different camps, wherein the method includes: Step 101: Displaying a movement control component in a graphical user interface, where the movement control component is used to control the movement of a first virtual character in the game scene; Step 202 : In response to detecting a sound source generated by a second virtual character within a preset range around the first virtual character, a visual prompt mark is generated in a peripheral area of the movement control component, where the generation position of the visual prompt mark corresponds to the position of the second virtual character.
[0024] The method provided in the embodiment of the present application converts the sound source containing the virtual character's position information into a visual prompt around the mobile control component, which enables players to interact intuitively and efficiently and improves the smoothness of game control.
[0025] The following is a detailed description of the above steps: Step 101: Display a movement control component in a graphical user interface, where the movement control component is used to control the movement of a first virtual character in the game scene.
[0026] A graphical user interface (GUI) is the interface used by users to interact with a terminal. In this embodiment, the GUI can be used by players to interact with the terminal to implement game logic. The terminal device can be a smartphone, tablet computer, personal computer, or other electronic device with a display function.
[0027] A game scene refers to the virtual scene displayed when the game client is running on a terminal. Optionally, the virtual scene is a simulation of the real world, a virtual environment that is partially simulated and partially fictional, or a purely fictional virtual environment. The virtual scene can be either a two-dimensional virtual scene or a three-dimensional virtual scene.
[0028] A virtual character refers to a character controlled by the player in the game. This character is used by the player to perform various game activities within the game scene, such as picking up items, fighting, exploring, or solving puzzles. This virtual character can represent the player's image and can be implemented as a three-dimensional or two-dimensional virtual model, though this embodiment does not specifically limit this. Virtual characters include, but are not limited to, at least one of a virtual person, a virtual animal, and a virtual machine.
[0029] The first virtual character is a virtual character controlled by the first player, and the second main virtual character can be the main virtual character controlled by the second player, or can be an NPC (Non-Player Character) set in the game. The first virtual character and the second virtual character belong to different camps in the game scene. For example, in a shooting game, during the course of a shooting game mission, the players participating in the shooting game mission will be divided into two camps, wherein the players of one camp will cooperate to defeat or kill the players of the other camp.
[0030] The motion control component is an interactive element in a graphical user interface that receives user movement instructions and is usually represented by a virtual joystick or direction button.
[0031] The movement control component can be a floating virtual joystick that can be dynamically generated when the user touches anywhere on the screen. For example, the player can press a finger anywhere on the left half of the screen to generate a virtual joystick and control the character's movement by dragging.
[0032] The movement control component can be a fixed virtual joystick, typically located in the lower left or lower right corner of the graphical user interface. For example, in MOBA games, the virtual joystick in the lower left corner is used to control the movement of the virtual character. The player determines the direction and speed of the virtual character's movement by dragging the joystick.
[0033] Optionally, the virtual joystick may be a circular joystick interface, and the joystick control area is divided into concentric circles or concentric rings with the same center and a preset distance as the radius, with the center of the circular joystick interface as the center.
[0034] In response to the touch operation on the virtual joystick in the control area, the first virtual character is controlled to move in the game scene. The touch operation can be a sliding operation of the player on the virtual joystick, and the sliding operation includes the sliding direction and the sliding distance. According to the direction of the sliding operation, the direction of travel of the first virtual character can be controlled: for example, when sliding upward in the vertical direction, the first virtual character moves forward at the current viewing angle, and when sliding downward in the vertical direction, it moves backward at the current viewing angle. According to the distance of the sliding operation, the movement speed of the first virtual character can be controlled: for example, the greater the sliding distance, the faster the movement speed, and the smaller the sliding distance, the slower the movement speed. The touch operation can also be different touch gestures of the player on the virtual joystick. According to different touch gestures, the virtual character can be controlled to switch between actions such as walking, running, jumping and crouching.
[0035] In addition, the joystick control area can also be divided into multiple touch response areas. Touch operations of the same touch operation type occurring in different touch response areas can trigger different movement behaviors of the first virtual character, such as normal walking, fast walking, etc.
[0036] In addition, on some mobile terminals, the mobile control components can also be implemented using physical direction keys or gravity sensors. The system can convert the player's input into movement instructions for the game character in the virtual scene according to different control methods, thereby achieving precise control of the game character's position.
[0037] Step 202 : In response to detecting a sound source generated by a second virtual character within a preset range around the first virtual character, a visual prompt mark is generated in a peripheral area of the movement control component, where the generation position of the visual prompt mark corresponds to the position of the second virtual character.
[0038] The preset range around the first virtual character refers to a circular area with the current position of the first virtual character as the center and a preset distance from the first virtual character as the radius. The preset range is used to determine the effective range of sound detection.
[0039] Specifically, the preset range can be a fixed distance value, representing an area within a specific distance extending outward from the character's center point. For example, in a shooting game, sounds within a range of 100 meters can be detected, and sounds outside this range will be ignored.
[0040] Optionally, the preset range can be dynamically adjusted based on in-game environmental conditions, character status, or game settings. For example, in rainy or other noisy environments, the effective range of sound detection may be reduced; while at night or in quiet environments, the detection range may be increased.
[0041] Optionally, the preset range can have different detection thresholds based on the type and size of the sound source. For example, a gunshot might have a larger detection range (e.g., 100 meters), while a footstep might have a smaller detection range (e.g., 50 meters). This differentiated design better reflects the characteristics of sound propagation in the real world.
[0042] The second virtual character is a game character belonging to a different faction than the first virtual character, typically a hostile or rival character. The second virtual character can be a system-controlled artificially intelligent character (NPC) with preset behavior patterns and reaction mechanisms, or it can be a rival character controlled by another player with unpredictable behavior patterns.
[0043] Alternatively, the second virtual character may have different character types and abilities according to the game rules, such as infantry, sniper, heavy soldier, etc., which may affect the type and volume of the sound produced. For example, in a team tactical shooting game, a heavy soldier moves slowly but makes louder footsteps, while a light soldier moves quickly and makes quieter footsteps.
[0044] The sound source is the audible sound produced by the second virtual character in the game, including but not limited to footsteps, gun sounds, equipment sounds, etc.
[0045] Alternatively, the sound source can be the sound produced by the movement of the second avatar, such as normal walking or running sounds. These sounds will vary depending on the movement state of the second avatar and the terrain it is in. For example, running fast on a hard surface will produce louder footsteps, while walking slowly on grass will produce quieter footsteps.
[0046] Alternatively, the sound source may be the sound produced by the second avatar using a weapon or equipment, such as the sound of shooting, reloading, or throwing objects. For example, different types of firearms have different shooting sound characteristics: a shotgun's sound is louder than a pistol's, and a sniper rifle's sound travels farther.
[0047] In an optional embodiment, the sound source can be the sound generated by the character's interaction with the environment, such as the sound of a door opening, breaking a window, picking up an item, etc. For example, in PlayerUnknown's Battlegrounds, when a player opens a door or jumps out of a window, a distinct sound is generated, which can be heard by surrounding enemies.
[0048] In an optional embodiment, when the mobile control component is a virtual joystick, the peripheral area is generally the area outside the joystick base. The peripheral area can partially overlap with the joystick control area, or can be an annular area outside the joystick control area.
[0049] Optionally, the peripheral area can be divided into multiple directional sectors, each sector corresponding to a different direction. For example, the annular area can be divided into eight 45-degree sectors, corresponding to the eight directions of east, southeast, south, southwest, west, northwest, north, and northeast.
[0050] Among them, the visual cue identifier is a graphic element displayed in the peripheral area of the mobile control component, which is used to indicate the enemy's position or direction.
[0051] In an optional embodiment, the visual prompt mark can be a speed bump mark, indicating a speed reduction reminder. The speed bump mark can be a sector-shaped area with different colors, such as a red or yellow highlight, indicating the presence of an enemy in a specific direction.
[0052] In an optional embodiment, the visual prompt mark can be a specific icon or symbol, such as a warning sign, an arrow, or an enemy outline icon. For example, a red exclamation mark or footsteps icon can be displayed in the corresponding direction to intuitively indicate that there is enemy activity in that direction.
[0053] Figure 2 A schematic diagram of an interface of the information processing method provided in an embodiment of the present application.
[0054] like Figure 2 As shown, when the first virtual character is moving, it detects the sound of enemy footsteps or gunfire within a preset distance in the direction of advance. According to the direction of the sound source, a graphic mark is generated in the peripheral front area of the virtual joystick to indicate the presence of an enemy in that direction, such as generating a highlighted speed bump mark to remind the player that there is danger in that direction.
[0055] In an optional embodiment, in response to detecting the presence of multiple second virtual characters within a preset range around the first virtual character, multiple visual prompt identifiers are generated in the peripheral area of the mobile control component according to the different orientations of the second virtual characters, and the generation position of the visual prompt identifier corresponds to the orientation of the second virtual characters.
[0056] Figure 3 Another interface diagram of the information processing method provided in an embodiment of the present application.
[0057] Specifically, during the battle, the player character's position is used as the center of the circle to identify the enemy's position, and multiple visual prompts are generated according to the enemy's position. For example, if multiple enemies are detected to be within a 200-meter radius centered on the player character at the same time, and are located in different directions, the system can map the enemy's position in the game space to the peripheral area of the mobile control component. Figure 3As shown, when the enemy is located in the direction of the player character's advance, a visual prompt mark is generated in the area directly above the movement control component; when the enemy is located in the southwest direction, a visual prompt mark is generated in the lower right area, and so on.
[0058] In an optional embodiment, a plurality of visual prompt marks are generated in the peripheral area of the movement control component, including a plurality of visual prompt marks presented with different transparencies, and the transparencies indicate the distance between the second virtual character and the first virtual character.
[0059] To better alert players to the imminence of danger, visual indicators with varying degrees of transparency can be generated to intuitively indicate the distance between the second avatar (e.g., enemy or teammate) and the first avatar (the player character). For example, the closer the distance, the lower the transparency; the farther the distance, the higher the transparency. Transparency can be set to a gradient or graded level as needed.
[0060] Generating a visual cue for the second avatar closest to the first avatar can be a dynamic process, updated as the game situation changes. For example, if an enemy moves from 100 meters away to within 10 meters, the visual cue will gradually adjust from being barely visible to being clearly visible. This allows players to quickly distinguish which enemies are close-range threats when multiple enemies appear simultaneously.
[0061] Furthermore, visual indicators can use different colors, icons, or dynamic effects to indicate the distance between the second avatar and the first avatar. For example, when an enemy is moving in the distance, a faint visual indicator may appear; when the enemy approaches quickly, the indicator may become brighter and flash more frequently, intuitively conveying the changing level of danger.
[0062] In an optional embodiment, in response to detecting the presence of multiple second virtual characters within a preset range around the first virtual character, a visual prompt identifier corresponding to the second virtual character closest to the first virtual character is generated in the peripheral area of the mobile control component, and the generation position of the visual prompt identifier corresponds to the orientation of the second virtual character.
[0063] With the location of the first virtual character as the center of the circle, identify the direction source of the second virtual character. When there are multiple second virtual characters generating sound sources, the direction corresponding to the second virtual character closest to the first virtual character is preferentially selected to generate a visual prompt mark based on the distance from the first virtual character.
[0064] Alternatively, generating a visual cue for the second virtual character closest to the first virtual character may involve detecting the linear distance between the enemy and the player character, and then selecting the enemy unit with the smallest distance as the cue. For example, if the system detects three enemies located 150 meters, 180 meters, and 200 meters from the player character, the visual cue will be generated for the enemy at a distance of 150 meters, while ignoring the other two relatively distant enemies.
[0065] Optionally, the visual cue generated for the second avatar closest to the first avatar may take into account not only linear distance but also obstacles and terrain in the game environment. For example, if two enemies are detected near the player, one in an open area 100 meters away and the other 80 meters away but separated by a wall, the visual cue for the former will be selected based on the actual threat level, as even though the latter is closer, it may pose a lower threat due to the presence of obstacles.
[0066] Figure 4 Another interface diagram of the information processing method provided in an embodiment of the present application.
[0067] Furthermore, the method further includes, in response to a first trigger operation on the movement control component, controlling the first virtual character to move in a preset movement state toward a direction corresponding to the visual prompt mark.
[0068] The first trigger operation is a specific operation instruction performed by the user on the movement control component to activate the preset movement function. The first trigger operation can be implemented by a click operation, a slide operation, a long press operation, and / or other operations. For example, through the slide operation, the user can slide from the center point of the movement control component in a specific direction to trigger the first virtual character to move in that direction.
[0069] In an optional embodiment, the mobile control component is a virtual joystick, and the first trigger operation includes dragging the virtual joystick to an area marked with a visual prompt.
[0070] In an optional embodiment, the preset movement state is silent walking, which means that the first virtual character does not generate any sound source that can be recognized by other virtual characters when moving.
[0071] Among them, silent walking is a special way of movement adopted by the first virtual character, which is characterized by not generating or greatly reducing the propagation of sound information during the movement.
[0072] like Figure 4As shown, in an actual game scenario, for example, in a competitive shooter game, the player controls a character navigating a city street. When the system detects the sound of enemy movement inside a building ahead, a visual cue in the shape of a speed bump appears above the virtual joystick. Upon noticing this cue, the player simply drags the virtual joystick to that area, and the character immediately switches to a stationary state, moving slowly forward. This allows the player to quietly approach a building and gain a favorable position without alerting the enemy. Throughout this process, the player can complete tactical adjustments with a simple drag operation, eliminating the need for complex button combinations to switch movement modes. This greatly simplifies the operational process and improves reaction speed and tactical execution efficiency in combat.
[0073] Furthermore, the method further includes, in response to a second triggering operation on the movement control component, controlling the first virtual character to return to a normal movement state.
[0074] The second trigger operation is a specific operation instruction executed by the user on the movement control component, which is used to release the preset movement function. The second trigger operation can be implemented by a click operation, a slide operation, a long press operation and / or other operations.
[0075] The normal movement state is the default movement state of the virtual character, which usually has a standard movement speed and normal sound effects.
[0076] In an optional embodiment, responding to the second trigger operation on the mobile control component includes dragging the virtual joystick away from the area marked by the visual prompt.
[0077] For example, in actual gameplay, a player might approach a stronghold in a city map using silent walking, successfully get behind the enemy, and then want to quickly launch a surprise attack. At this point, the player simply drags the virtual joystick from the speed bump area back to the normal area, and the character immediately resumes normal movement speed, quickly approaches the target, and completes the attack. This smooth state switching allows players to maintain continuity and flexibility during tactical execution, without cumbersome operations interrupting their tactical thinking. At the same time, the simple and intuitive triggering method also reduces the player's operational burden, allowing them to focus more on tactical decision-making and environmental observation, improving the smoothness and immersion of the overall gaming experience.
[0078] The embodiment of the present application creates an intuitive and efficient movement control method by combining a virtual joystick with a visual prompt identification area.
[0079] Corresponding to the information display method provided in the embodiment of the present application, the embodiment of the present application further provides an information display device 100, Figure 5This is a structural diagram of an information display device provided in an embodiment of the present application. The information display device provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of a game scene, which includes a first virtual character and a second virtual character. The first virtual character and the second virtual character belong to different camps, such as Figure 5 As shown, the information display device includes: The display module 101 is used to display a movement control component in a graphical user interface, where the movement control component is used to control the movement of the first virtual character in the game scene. The prompt module 102 is configured to generate a visual prompt mark in the peripheral area of the movement control component in response to detecting the presence of a second virtual character within a preset range around the first virtual character, wherein the generation position of the visual prompt mark corresponds to the orientation of the second virtual character.
[0080] Optionally, the mobile control component includes a virtual joystick and a mobile control area, and the first trigger operation in response to the mobile control component includes dragging the virtual joystick to the area marked by the visual prompt starting from the mobile control area.
[0081] Optionally, the first virtual character is controlled to move in a preset movement state in a direction corresponding to the visual prompt mark, including the preset movement state being silent walking, where the silent walking means that the first virtual character does not generate a sound source that can be recognized by other virtual characters when moving.
[0082] Optionally, in response to a second triggering operation on the movement control component, the first virtual character is controlled to return to a normal movement state.
[0083] Optionally, responding to the second trigger operation on the mobile control component includes dragging the virtual joystick away from the area marked by the visual prompt.
[0084] Optionally, in response to detecting the presence of a second virtual character within a preset range around a first virtual character, a visual cue identifier is generated in a peripheral area of the mobile control component, and the generation position of the visual cue identifier corresponds to the orientation of the second virtual character, including in response to detecting the presence of multiple second virtual characters within a preset range around a first virtual character, generating multiple visual cue identifiers in the peripheral area of the mobile control component according to the different orientations of the second virtual characters, and the generation position of the visual cue identifier corresponds to the orientation of the second virtual characters.
[0085] Optionally, a plurality of visual prompt marks are generated in a peripheral area of the movement control component, including a plurality of visual prompt marks presented with different transparencies, and the transparencies indicate the distance between the second virtual character and the first virtual character.
[0086] Optionally, in response to detecting the presence of a second virtual character within a preset range around a first virtual character, a visual cue identifier is generated in the peripheral area of the mobile control component, and the generation position of the visual cue identifier corresponds to the orientation of the second virtual character, including in response to detecting the presence of multiple second virtual characters within a preset range around a first virtual character, generating a visual cue identifier corresponding to the second virtual character closest to the first virtual character in the peripheral area of the mobile control component, and the generation position of the visual cue identifier corresponds to the orientation of the second virtual character.
[0087] Optionally, the visual prompt sign is a speed bump sign.
[0088] The embodiment of the present application converts sound information into intuitive visual prompts, which can be combined with simple joystick operations to trigger special movement states, allowing players to quickly respond to changes in battlefield conditions and improve the smoothness of game control.
[0089] The embodiment of the present application further provides an electronic device 200 for implementing the information processing method, such as Figure 6 As shown, the electronic device 200 includes: a processor 201, a memory 202 and a bus 203. The memory 202 stores computer-executable instructions that can be executed by the processor 201. When the electronic device is running, the processor 201 and the memory 202 communicate through the bus 203. The processor 201 executes the computer-executable instructions to implement the following information display method steps: Displaying a movement control component in a graphical user interface, the movement control component is used to control the movement of the first virtual character in the game scene, In response to detecting that a sound source generated by a second virtual character exists within a preset range around the first virtual character, a visual prompt mark is generated in a peripheral area of the movement control component, and the generation position of the visual prompt mark corresponds to the orientation of the second virtual character.
[0090] Optionally, the mobile control component includes a virtual joystick and a mobile control area, and the first trigger operation in response to the mobile control component includes dragging the virtual joystick to the area marked by the visual prompt starting from the mobile control area.
[0091] Optionally, the first virtual character is controlled to move in a preset movement state in a direction corresponding to the visual prompt mark, including the preset movement state being silent walking, where the silent walking means that the first virtual character does not generate a sound source that can be recognized by other virtual characters when moving.
[0092] Optionally, in response to a second triggering operation on the movement control component, the first virtual character is controlled to return to a normal movement state.
[0093] Optionally, responding to the second trigger operation on the mobile control component includes dragging the virtual joystick away from the area marked by the visual prompt.
[0094] Optionally, in response to detecting the presence of a second virtual character within a preset range around a first virtual character, a visual cue identifier is generated in a peripheral area of the mobile control component, and the generation position of the visual cue identifier corresponds to the orientation of the second virtual character, including in response to detecting the presence of multiple second virtual characters within a preset range around a first virtual character, generating multiple visual cue identifiers in the peripheral area of the mobile control component according to the different orientations of the second virtual characters, and the generation position of the visual cue identifier corresponds to the orientation of the second virtual characters.
[0095] Optionally, a plurality of visual prompt marks are generated in a peripheral area of the movement control component, including a plurality of visual prompt marks presented with different transparencies, and the transparencies indicate the distance between the second virtual character and the first virtual character.
[0096] Optionally, in response to detecting the presence of a second virtual character within a preset range around a first virtual character, a visual cue identifier is generated in the peripheral area of the mobile control component, and the generation position of the visual cue identifier corresponds to the orientation of the second virtual character, including in response to detecting the presence of multiple second virtual characters within a preset range around a first virtual character, generating a visual cue identifier corresponding to the second virtual character closest to the first virtual character in the peripheral area of the mobile control component, and the generation position of the visual cue identifier corresponds to the orientation of the second virtual character.
[0097] Optionally, the visual prompt sign is a speed bump sign.
[0098] The present application also provides a computer-readable storage medium having computer-executable instructions stored thereon. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the following information display method steps: Displaying a movement control component in a graphical user interface, the movement control component is used to control the movement of the first virtual character in the game scene, In response to detecting that a sound source generated by a second virtual character exists within a preset range around the first virtual character, a visual prompt mark is generated in a peripheral area of the movement control component, and the generation position of the visual prompt mark corresponds to the orientation of the second virtual character.
[0099] Optionally, the mobile control component includes a virtual joystick and a mobile control area, and the first trigger operation in response to the mobile control component includes dragging the virtual joystick to the area marked by the visual prompt starting from the mobile control area.
[0100] Optionally, the first virtual character is controlled to move in a preset movement state in a direction corresponding to the visual prompt mark, including the preset movement state being silent walking, where the silent walking means that the first virtual character does not generate a sound source that can be recognized by other virtual characters when moving.
[0101] Optionally, in response to a second triggering operation on the movement control component, the first virtual character is controlled to return to a normal movement state.
[0102] Optionally, responding to the second trigger operation on the mobile control component includes dragging the virtual joystick away from the area marked by the visual prompt.
[0103] Optionally, in response to detecting the presence of a second virtual character within a preset range around a first virtual character, a visual cue identifier is generated in a peripheral area of the mobile control component, and the generation position of the visual cue identifier corresponds to the orientation of the second virtual character, including in response to detecting the presence of multiple second virtual characters within a preset range around a first virtual character, generating multiple visual cue identifiers in the peripheral area of the mobile control component according to the different orientations of the second virtual characters, and the generation position of the visual cue identifier corresponds to the orientation of the second virtual characters.
[0104] Optionally, a plurality of visual prompt marks are generated in a peripheral area of the movement control component, including a plurality of visual prompt marks presented with different transparencies, and the transparencies indicate the distance between the second virtual character and the first virtual character.
[0105] Optionally, in response to detecting the presence of a second virtual character within a preset range around a first virtual character, a visual cue identifier is generated in the peripheral area of the mobile control component, and the generation position of the visual cue identifier corresponds to the orientation of the second virtual character, including in response to detecting the presence of multiple second virtual characters within a preset range around a first virtual character, generating a visual cue identifier corresponding to the second virtual character closest to the first virtual character in the peripheral area of the mobile control component, and the generation position of the visual cue identifier corresponds to the orientation of the second virtual character.
[0106] Optionally, the visual prompt sign is a speed bump sign.
[0107] Although the present application is disclosed as above with the preferred embodiments, it is not intended to limit the present application. Any person skilled in the art may make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the scope of protection of the present application shall be based on the scope defined by the claims of the present application.
Claims
1. An information display method, comprising providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays at least a portion of a game scene, wherein the game scene includes a first virtual character and a second virtual character, wherein the first virtual character and the second virtual character belong to different factions, wherein: The method comprises: Displaying a movement control component in the graphical user interface, wherein the movement control component is used to control the movement of the first virtual character in the game scene, In response to detecting that a sound source generated by the second virtual character exists within a preset range around the first virtual character, a visual prompt mark is generated in a peripheral area of the movement control component, and the generation position of the visual prompt mark corresponds to the orientation of the second virtual character.
2. The method according to claim 1, characterized in that The method further includes, in response to a first triggering operation on the movement control component, controlling the first virtual character to move in a preset movement state toward a direction corresponding to the visual prompt mark.
3. The method according to claim 2, characterized in that The movement control component includes a virtual joystick and a movement control area, and the response to the first trigger operation on the movement control component includes dragging the virtual joystick to the area marked by the visual prompt starting from the movement control area.
4. The method according to claim 2, characterized in that The controlling the first virtual character to move in a preset movement state in a direction corresponding to the visual prompt mark includes the preset movement state being silent walking, and the silent walking means that the first virtual character does not generate a sound source that can be recognized by other virtual characters when moving.
5. The method according to claim 2, characterized in that The method further includes, in response to a second triggering operation on the movement control component, controlling the first virtual character to return to a normal movement state.
6. The method according to claim 2, characterized in that The response to the second trigger operation on the mobile control component includes dragging the virtual joystick away from the area marked by the visual prompt.
7. The method according to claim 1, characterized in that In response to detecting the presence of the second virtual character within a preset range around the first virtual character, a visual prompt mark is generated in a peripheral area of the movement control component, wherein the generation position of the visual prompt mark corresponds to the orientation of the second virtual character. Including, in response to detecting that there are multiple second virtual characters within a preset range around the first virtual character, generating multiple visual prompt identifiers in the peripheral area of the mobile control component according to the different orientations of the second virtual characters, and the generation position of the visual prompt identifier corresponds to the orientation of the second virtual character.
8. The method according to claim 7, characterized in that The generating of a plurality of visual prompt marks in a peripheral area of the movement control component includes presenting the plurality of visual prompt marks with different transparencies, and the transparencies indicate the distance between the second virtual character and the first virtual character.
9. The method according to claim 1, characterized in that In response to detecting the presence of the second virtual character within a preset range around the first virtual character, a visual prompt mark is generated in a peripheral area of the movement control component, wherein the generation position of the visual prompt mark corresponds to the orientation of the second virtual character. Including, in response to detecting that there are multiple second virtual characters within a preset range around the first virtual character, generating a visual prompt identifier corresponding to the second virtual character closest to the first virtual character in the peripheral area of the mobile control component, and the generation position of the visual prompt identifier corresponds to the orientation of the second virtual character.
10. The method according to claim 1, characterized in that The visual prompt mark is a speed bump mark.
11. An information display device, comprising: providing a graphical user interface (GUI) via a terminal device; the GUI displaying at least a portion of a game scene; the game scene including a first virtual character and a second virtual character; the first virtual character and the second virtual character belonging to different factions; and The device comprises: A display module is configured to display a movement control component in the graphical user interface, wherein the movement control component is configured to control the movement of the first virtual character in the game scene. The prompt module is configured to generate a visual prompt mark in a peripheral area of the movement control component in response to detecting the presence of the second virtual character within a preset range around the first virtual character, wherein the generation position of the visual prompt mark corresponds to the orientation of the second virtual character.
12. An electronic device, characterized in that: The electronic device includes: a processor, a memory and a bus, the memory stores computer-executable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate through the bus, and the processor executes the computer-executable instructions to implement the method described in any one of claims 1 to 10.
13. A computer-readable storage medium, characterized in that The computer-readable storage medium 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 method according to any one of claims 1 to 10.