Game information prompting method and device, electronic equipment and storage medium

By displaying dynamic music rhythm prompts on virtual objects in rhythm game scenes, the problem of operational errors caused by players switching their gaze is solved, thus enhancing the immersive experience of the game.

CN121060076APending Publication Date: 2025-12-05NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202511222664.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-08-28
Publication Date
2025-12-05

AI Technical Summary

Technical Problem

In rhythm games, players need to frequently switch their gaze between the virtual scene and the UI, resulting in a high rate of operational errors and affecting the immersive experience.

Method used

By displaying dynamic music rhythm indicators on virtual objects that change with the target music, interactive effects can be indicated, reducing the player's need to focus on switching music rhythms and enhancing immersion.

Benefits of technology

It reduces the error rate of players in rhythm game scenarios and enhances the immersive experience of the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a game information prompting method and device, electronic equipment and a computer readable storage medium. Target music is played in a target game by responding to a voice game mode triggering event of the target game; determining a to-be-prompted target virtual object in the virtual scene; displaying a music rhythm prompt identifier dynamically changing along with the target music on the target virtual object, wherein the music rhythm prompt identifier is used for indicating an interaction effect when interacting with the target virtual object at the corresponding music playing time point; in response to an interaction event with the target virtual object, determining a target interaction effect of the interaction event based on a music playing time point when the interaction event is triggered; and updating the identification style of the music rhythm prompt identification based on the target interaction effect. According to the embodiment of the invention, the operation error rate of a player in a voice game scene can be reduced.
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Description

TECHNICAL FIELD

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

[0002] With the tide of the Internet, the continuous development and evolution of hardware and software technology promote the emergence of intelligent devices and software. At the same time, a large number of games of different themes emerge to meet the needs of users, and with the vigorous development of various technologies in the game industry, people pay more attention to game experience.

[0003] In the rhythm game scene of the game, the music rhythm needs to be taken as the core interactive mode, and the player needs to complete a specific operation according to the music rhythm to obtain corresponding scores or feedback according to the matching between the operation and the music. For this, the music rhythm is generally presented by fixed UI track in the rhythm game scene. In order to ensure that the player's operation matches the music rhythm, the player's line of sight needs to be frequently switched between the virtual scene and the UI, thereby causing the player to be unable to well focus on the game changes in the scene, affecting the immersive experience of the player, and leading to a high operation failure rate of the player in the rhythm game scene. SUMMARY

[0004] The embodiments of the present application provide a game information prompting method, device, electronic device and storage medium, which can reduce the operation failure rate of the player in the rhythm game scene.

[0005] In a first aspect, the embodiments of the present application provide a game information prompting method, which provides a graphical user interface of a target game through a terminal device, and the graphical user interface displays at least part of a virtual scene. The method comprises the following steps:

[0006] In response to a rhythm game mode triggering event of the target game, playing target music in the target game;

[0007] Determining a target virtual object to be prompted in the virtual scene;

[0008] Displaying a music rhythm prompt mark dynamically changing with the target music on the target virtual object, the music rhythm prompt mark being used to indicate an interaction effect when interacting with the target virtual object at a corresponding music playing time point;

[0009] In response to an interaction event with the target virtual object, determining a target interaction effect of the interaction event based on a music playing time point when the interaction event is triggered;

[0010] Updating an identification style of the music rhythm prompt mark based on the target interaction effect.

[0011] In a second aspect, the embodiments of the present application provide a game information prompting device, which provides a graphical user interface of a target game through a terminal device, and the graphical user interface displays at least part of a virtual scene. The device comprises:

[0012] a music playing module configured to play target music in the target game in response to a rhythm game mode triggering event of the target game;

[0013] an object determining module configured to determine a target virtual object to be prompted in the virtual scene;

[0014] an identification displaying module configured to display a music rhythm prompt identification that dynamically changes with the target music on the target virtual object, the music rhythm prompt identification being used to indicate an interaction effect when interacting with the target virtual object at a corresponding music playing time point;

[0015] an effect determining module configured to determine a target interaction effect of an interaction event in response to the interaction event with the target virtual object, based on a music playing time point when the interaction event is triggered;

[0016] a style updating module configured to update an identification style of the music rhythm prompt identification based on the target interaction effect.

[0017] In a third aspect, the embodiments of the present application further provide an electronic device, which comprises a memory storing a plurality of instructions, and a processor loading the instructions from the memory to perform steps of any of the game information prompting methods provided by the embodiments of the present application.

[0018] In a fourth aspect, the embodiments of the present application further provide a computer readable storage medium storing a plurality of instructions, and the instructions are adapted to be loaded by a processor to perform steps of any of the game information prompting methods provided by the embodiments of the present application.

[0019] In a fifth aspect, the embodiments of the present application further provide a computer program product comprising a computer program or instructions, and the computer program or instructions are executed by a processor to implement steps in any of the game information prompting methods provided by the embodiments of the present application.

[0020] By adopting the scheme provided in the embodiments of the present application, the target music can be played in the target game in response to the rhythm game mode trigger event of the target game; the target virtual object to be prompted is determined in the virtual scene; the music rhythm prompt mark dynamically changing with the target music is displayed on the target virtual object, the music rhythm prompt mark is used to indicate the interaction effect when interacting with the target virtual object at the corresponding music playing time point; the target interaction effect of the interaction event is determined based on the music playing time point when the interaction event is triggered in response to the interaction event with the target virtual object; and the mark style of the music rhythm prompt mark is updated based on the target interaction effect, so that the rhythm game mode is triggered to be started by the rhythm game mode trigger event, and the music rhythm prompt mark is displayed on the target virtual object, which prompts the player to pay attention to the game changes in the game scene and also understand the interaction effect of the target music at different music playing time points, thereby improving the immersive experience of the player in the game and reducing the operation failure rate of the player in the rhythm game scene. BRIEF DESCRIPTION OF DRAWINGS

[0021] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed in the embodiment description will be briefly introduced. Obviously, the drawings in the following description are only some embodiments of the present application, and other drawings can be obtained by those skilled in the art without creative labor.

[0022] Figure 1 is an embodiment flow diagram of the game information prompting method provided in the embodiments of the present application;

[0023] Figure 2 is a schematic diagram of a target virtual object provided in the embodiments of the present application;

[0024] Figure 3 is a music rhythm prompt mark schematic diagram provided in the embodiments of the present application;

[0025] Figure 4 is another music rhythm prompt mark schematic diagram provided in the embodiments of the present application;

[0026] Figure 5 is a structural schematic diagram of the game information prompting device provided in the embodiments of the present application;

[0027] Figure 6 is a structural schematic diagram of the electronic device provided in the embodiments of the present application. DETAILED DESCRIPTION

[0028] The technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, rather than all the embodiments of the present application. Based on the embodiments in the present application, all other embodiments obtained by a person of ordinary skill in the art without creative work fall within the scope of protection of the present application. Meanwhile, in the description of the embodiments of the present application, the terms "first", "second", and the like are only used for differentiation and description, and cannot be understood as indicating or implying relative importance. Therefore, the features with "first" and "second" can explicitly or implicitly include one or more features. In the description of the embodiments of the present application, the meaning of "multiple" is two or more, unless otherwise explicitly and specifically limited.

[0029] Before the embodiments of the present application are explained in detail, some terms related to the embodiments of the present application are explained.

[0030] The graphical user interface is obtained by executing a software application on a processor of a mobile terminal or other terminal and rendering on a display. The graphical user interface can include a UI interface for interaction of a player and a game picture. The UI interface can include game controls (such as skill controls, movement controls, function controls, etc.), indication marks (such as direction indication marks, character indication marks, etc.), information display areas (such as kill numbers, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional implementation, the game picture is a display picture corresponding to a virtual scene displayed by the terminal device. The game picture presents the whole virtual scene, or only presents a part of the virtual scene when the virtual scene is relatively large. The virtual scene includes a plurality of static virtual objects, specifically including a ground, a mountain, a stone, vegetation, a building, and a plurality of dynamic virtual objects, such as game characters, NPC characters, AI characters, and other virtual objects performing game logic in the virtual scene.

[0031] The virtual scene is a virtual scene displayed (or provided) by an application running on a terminal or a server. Optionally, the virtual scene can be a simulation environment of a real world, or a semi-simulation semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, and the dimension of the virtual scene is not limited in the embodiments of the present application. For example, the virtual scene can include a sky, a land, and a sea, and the land can include desert, urban, and other environmental elements. A user can control a game character to move in the virtual scene.

[0032] In an optional implementation, the game picture is a display picture corresponding to the virtual scene displayed by the terminal device, and the game picture can include virtual objects such as game characters, NPC characters, and AI characters performing game logic in the virtual scene.

[0033] The virtual object is a dynamic object that can be controlled in the virtual scene. Optionally, the virtual object can be a virtual person, a virtual animal, an animation character, or the like. The virtual object can be a virtual image in the virtual scene that represents a user. The virtual scene can include at least one virtual object, each virtual object having its own shape and volume in the virtual scene and occupying a part of the space in the virtual scene. In a possible implementation, the user can control the virtual object to move in the virtual scene, for example, to control the virtual object to run, jump, crawl, and the like, and can also control the virtual object to use skills, virtual props, and the like provided by an application to fight other virtual objects.

[0034] In this embodiment, the virtual object can be an object controlled by the user through operations on the client. In some implementations, the virtual object can be a virtual person participating in a competition in the virtual scene. In some implementations, the number of virtual objects participating in interaction in the virtual scene can be pre-set or dynamically determined according to the number of clients participating in the interaction.

[0035] The embodiments of the present application provide a game information prompting method and device, an electronic device, and a computer readable storage medium.

[0036] Specifically, the embodiments will be described from the perspective of a game information prompting device, which can be integrated in an electronic device, that is, the game information prompting method of the embodiments of the present application can be executed by an electronic device. Optionally, the electronic device can include a terminal device. The terminal device can be a mobile phone, a tablet computer, a smart Bluetooth device, a notebook computer, a game console, or a personal computer (PC) and the like.

[0037] The game information prompting method provided by the embodiments of the present application can be applied to, for example, a game information prompting system. The game information prompting system can include a player terminal device and a server. The terminal device can be a device that includes receiving and transmitting hardware, that is, a device that has receiving and transmitting hardware capable of performing bidirectional communication on a bidirectional communication link. The player terminal device and the server can perform bidirectional communication through a network.

[0038] Optionally, the server can be a stand-alone server, or a server network or server cluster composed of servers, including but not limited to a computer, a network host, a single network server, a plurality of network server sets, or a cloud server composed of a plurality of servers. The cloud server is composed of a large number of computers or network servers based on cloud computing.

[0039] The game information prompting method in one of the embodiments of the present disclosure can run on a local terminal device or a server. When the game interaction method runs on the 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.

[0040] In an optional embodiment, various cloud applications, such as cloud games, can run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the running mode of cloud games, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the interaction method in the game are completed on the cloud game server. The client device is used for receiving and sending data and presenting the game picture. For example, the client device can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the cloud game server in the cloud end performs 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 picture and other data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.

[0041] In an optional embodiment, taking games as an example, the local terminal device stores a game program and is used for presenting a game picture. The local terminal device is used for interacting with the player through a graphical user interface, that is, the conventional game program is downloaded and installed on the electronic device and is run. The way in which the local terminal device provides the graphical user interface to the player can include various ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor, the display screen is used for presenting a graphical user interface including a game picture, and the processor is used for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0042] The following will be described in detail with reference to the accompanying drawings. In the embodiments, the execution subject is taken as an example of a terminal device. It should be noted that the sequence of the following embodiments is not limited as the preferred sequence of the embodiments. Although the logical sequence is shown in the flowchart, in some cases, the steps shown or described can be performed in a sequence different from that shown in the drawings.

[0043] The game information prompting method of the embodiment provides a graphical user interface of a target game through a terminal device, the graphical user interface displays at least part of a virtual scene, in response to a rhythm game mode trigger event of the target game, target music is played in the target game; a target virtual object to be prompted is determined in the virtual scene; a music rhythm prompt mark dynamically changing with the target music is displayed on the target virtual object, the music rhythm prompt mark is used to indicate an interaction effect when interacting with the target virtual object at a corresponding music playing time point; in response to an interaction event with the target virtual object, a target interaction effect of the interaction event is determined based on a music playing time point when the interaction event is triggered; and the mark style of the music rhythm prompt mark is updated based on the target interaction effect, which can reduce the operation failure rate of the player in the rhythm game scene.

[0044] Please refer to Figure 1 Taking a terminal as an example, the embodiment provides a game information prompting method, which provides a graphical user interface of a target game through a terminal device, the graphical user interface displays at least part of a virtual scene, and the specific process of the game information prompting method can include the following steps 101-105, wherein:

[0045] Step 101, in response to a rhythm game mode trigger event of the target game, target music is played in the target game.

[0046] In the embodiment, the rhythm game mode trigger event is used to indicate an event for triggering the target game to enter a rhythm game mode for playing music, and after the rhythm game mode trigger event is triggered, the target music can be played in the target game so that the player can experience the game scene in the rhythm game mode.

[0047] Specifically, the rhythm game mode trigger event can be triggered and generated by a player behavior of the player, or can be triggered and generated by a pre-set trigger mechanism on the terminal, and the specific trigger mechanism can be set according to requirements, which is not limited herein.

[0048] The way that the rhythm game mode trigger event is triggered and generated by the player behavior of the player can include but is not limited to: the player performs a specific operation on the graphical user interface to trigger, such as performing an operation on a trigger control provided on the graphical user interface to trigger the rhythm game mode trigger event; the player performs a specific operation on an external input device associated with an electronic device (terminal in the embodiment) to which the graphical user interface belongs, and the external input device can be a mouse, a keyboard, etc.; the rhythm game mode trigger event can also be triggered by a specific voice information issued by the player, and the specific voice information can be set according to requirements, which is not limited herein.

[0049] The audio game mode trigger event can be triggered by a pre-set trigger mechanism on the terminal, which can include but is not limited to: the terminal can trigger the audio game mode trigger event when it detects that the player controls the controlled game character to perform a specific game event (such as entering a certain time-limited task area to complete the corresponding time-limited task); the terminal can trigger the audio game mode trigger event when it detects the presence of the target virtual object mentioned later in the virtual scene to play the target music, which can be set according to requirements and is not limited herein.

[0050] In some embodiments, the terminal can provide an audio game control control through a graphical user interface, and the audio game mode can be started or closed by triggering the audio game function control control, that is, the target music is played in the target game in response to the audio game mode trigger event of the target game, which can include: playing the target music in the target game in response to the triggering operation of the audio game control control.

[0051] In some embodiments, the audio game mode can be configured with an audio game duration, and the player is prompted to complete a specific game operation within the audio game duration, so as to further enhance the tension of the player participating in the audio game mode in the game, improve the immersive experience of the player, and record the music playing duration of the target music after triggering the audio game mode to play the target music. Based on the audio game duration and the music playing duration, the remaining duration in the audio game mode is determined, and the remaining duration is displayed on the graphical user interface based on the remaining duration to display the audio game mode duration countdown, for example, the audio game mode is configured with an audio game duration of 30 seconds, and the audio game mode can be closed after 30 seconds. In addition, the player can also trigger the audio game mode to be closed by triggering the audio game function control control again.

[0052] The audio game countdown can be displayed on the audio game control control in the form of characters, and / or a progress bar can be displayed on the audio game control control to indicate the audio game countdown.

[0053] Step 102, determining a target virtual object to be prompted in the virtual scene.

[0054] The target virtual object can be a virtual object in the virtual scene that can interact with the player, and the target virtual object is in the virtual scene displayed on the graphical user interface, for example, the target virtual object can be an enemy virtual object of a different camp from the controlled virtual object controlled by the player, which can be controlled by other players or be an NPC character, for example, the target virtual object can be a resource pack in the virtual scene, and the player can obtain virtual resources from the resource pack, for example, the target virtual object can be a virtual mount in the virtual scene, and the player can interact with the virtual mount.

[0055] In the embodiment, after the sound travel mode is started, the terminal can prompt and display the target virtual object in the virtual scene, for example, adding an identifier to the target virtual object, so that the player can quickly pay attention to the target virtual object, by determining the target virtual object to be prompted to the player in the sound travel mode.

[0056] In some embodiments, the virtual scene includes a controlled virtual object and at least one enemy virtual object within a field of view of the controlled virtual object, the controlled virtual object being a virtual object currently controlled by the player in real time through the terminal, and the enemy virtual object being a virtual object hostile to the controlled virtual object. By determining the controlled virtual object and the enemy virtual object, it can be determined whether there is a target virtual object to be prompted in the virtual scene.

[0057] It should be noted that, since the content displayed on the graphical user interface can be displayed through the picture content in different personal perspectives, such as the first person perspective, the above-mentioned controlled virtual object can not be displayed on the graphical user interface, or can be displayed on the graphical user interface, which can be set according to the mode setting, and is not limited herein.

[0058] Specifically, determining the target virtual object to be prompted in the virtual scene includes: the terminal can determine the relative position between the controlled virtual object and the enemy virtual object, and determine whether the obtained relative position meets a preset prompt condition, so as to determine the enemy virtual object meeting the preset prompt condition as the target virtual object in response to the relative position between the controlled virtual object and the enemy virtual object meeting the preset prompt condition.

[0059] In the embodiment, the terminal can execute the above-mentioned step of determining the target virtual object to be prompted in the virtual scene through the built-in intelligent dynamic locking system, to automatically lock the virtual object to be prompted on the graphical user interface.

[0060] In some embodiments, the preset prompt condition includes at least one of the following:

[0061] The controlled virtual object is oriented towards the enemy virtual object;

[0062] The distance between the controlled virtual object and the enemy virtual object is the closest;

[0063] The distance between the controlled virtual object and the enemy virtual object is less than or equal to a preset distance threshold;

[0064] There is a specified interaction behavior between the controlled virtual object and the enemy virtual object.

[0065] For example, if there is an enemy virtual object near the controlled virtual object, a music rhythm prompt mark can appear on the enemy virtual object closest to the controlled virtual object to prompt the player to attack the enemy virtual object based on the music rhythm, or if there are at least two enemy virtual objects near the controlled virtual object and the distance between the two enemy virtual objects is similar or the same, a music rhythm prompt mark appears on the enemy virtual object closest to the controlled virtual object to assist the player in focusing on the most obvious enemy in the virtual scene.

[0066] Step 103: displaying a music rhythm prompt mark on the target virtual object, the music rhythm prompt mark being used to indicate an interaction effect when interacting with the target virtual object at a corresponding music playing time point.

[0067] In this embodiment, by displaying the music rhythm prompt mark on the target virtual object, the player can also understand the music rhythm of the target music when focusing on the target virtual object, so as to remove the situation that the player's line of sight is split when the music rhythm is displayed through a traditional track UI (such as the line of sight moving multiple times due to the need to simultaneously focus on the target virtual object and the music rhythm prompt mark, and the line of sight cannot be synchronized), is blocked, and the like, at a tactical level. By dynamically binding the music rhythm prompt mark to the target virtual object, the player's line of sight is 100% focused on the game scene, the rhythm is integrated with the game behavior in the scene, and the immersive experience of the player in the rhythm game scene is improved. At an operational level, the information overload and mechanical operation caused by too many controls (such as Note / skill keys / directional keys) on the graphical user interface are avoided, the player is forced to be distracted and the failure rate is sharply increased, and the operation burden is reduced. At an ecological level, the situation that the player feels frustrated due to the complexity of the graphical user interface is avoided.

[0068] It should be noted that the music rhythm prompt mark can be composed of an image, a character, a word, and the like. Through the music rhythm prompt mark, the music rhythm of the target music currently played by the target game can be indicated, so that the player can perform a specific operation at an appropriate time based on the display state of the music rhythm prompt mark, and the operation performed matches the music rhythm of the music played.

[0069] It should be noted that the target music has different music rhythms at different music playing time points during the playing process. For example, the larger the beat corresponding to some music playing time points, the faster the corresponding music rhythm, and if the beat corresponding to some music playing time points is smaller, the corresponding music rhythm is slower.

[0070] Specifically, the form of the music rhythm prompt identifier when displayed can be displayed from two aspects of a display style of the music rhythm prompt identifier and / or a change of the music rhythm prompt identifier, so as to make the player intuitively understand the music rhythm of the target music based on the form of the music rhythm prompt identifier, and perform a game operation matching the music rhythm at a suitable time, wherein the display style is used to indicate a style of the music rhythm prompt identifier when displayed on the graphical user interface, and the change is used to indicate a motion of the music rhythm prompt identifier on the graphical user interface.

[0071] In an optional implementation, the manner in which the music rhythm prompt identifier indicates the music rhythm of the target music can be indicated by a display style of the music rhythm prompt identifier, for example, a gradual change in color is used to indicate the speed of the music rhythm, that is, the color of the music rhythm prompt identifier is lighter when the music rhythm is slower, and the color of the music rhythm prompt identifier is darker when the music rhythm is faster.

[0072] In an optional implementation, the manner in which the music rhythm prompt identifier indicates the music rhythm of the target music can be indicated by a change of the music rhythm prompt identifier, for example, the music rhythm prompt identifier slides along a fixed track, the sliding speed of the music rhythm prompt identifier is slower when the music rhythm is slower, and the sliding speed of the music rhythm prompt identifier is faster when the music rhythm is faster, so as to indicate the speed of the music rhythm by dynamic changes of the music rhythm prompt identifier.

[0073] In an optional implementation, the manner in which the music rhythm prompt identifier indicates the music rhythm of the target music can be indicated by a change of at least two rhythm prompt sub-identifiers included in the music rhythm prompt identifier, so as to indicate the music rhythm of the target music by changes between the at least two rhythm prompt sub-identifiers, for example, the distance between the at least two rhythm prompt sub-identifiers is larger when the music rhythm is slower, and the at least two rhythm prompt sub-identifiers start to contract when the music rhythm is faster, so as to cause the distance between the at least two rhythm prompt sub-identifiers to be smaller, so as to indicate the speed of the music rhythm by dynamic changes between the at least two rhythm prompt sub-identifiers, that is, a contraction rhythm.

[0074] In some embodiments, the music rhythm prompt identifier is configured to move following the movement of the target virtual object.

[0075] In some embodiments, the music rhythm prompt identifier is displayed around the target virtual object, for example, the music rhythm prompt identifier is a ring, and the target virtual object is taken as a center to move up and down around the target virtual object.

[0076] Exemplarily, as shown in Figure 2 and Figure 3 , in Figure 2When the terminal displays a target virtual object, the terminal can prompt the player based on the target music, i.e., as shown in FIG. 6, the terminal can provide a ring around the displayed target virtual object as a music rhythm prompt mark. Figure 3 Figure 3 In some embodiments, the music rhythm prompt mark is configured to dynamically change among a plurality of forms, the plurality of forms including a target form, the music rhythm prompt mark in the target form having a higher interaction effect when interacting with the target virtual object than the music rhythm prompt mark in other forms.

[0077] In some embodiments, the music rhythm prompt mark is configured to dynamically change among a plurality of forms, the plurality of forms including a target form, the music rhythm prompt mark in the target form having a higher interaction effect when interacting with the target virtual object than the music rhythm prompt mark in other forms.

[0078] In the present embodiment, the form of the music rhythm prompt mark when displayed prompts the player to clearly understand the interaction effect when interacting with the target virtual object at the current time.

[0079] It can be understood that the above-mentioned plurality of forms can be two or more forms, and the music rhythm prompt mark in each form corresponds to an interaction effect when interacting with the target virtual object. The interaction effect of the music rhythm prompt mark when interacting with the target virtual object in different forms can be the same or different.

[0080] In some embodiments, displaying the music rhythm prompt mark on the target virtual object that dynamically changes with the target music includes: obtaining a current music playing time point of the target music to determine the relative relationship between the current music playing time point and a time point at which the interaction effect is best, and if the current music playing time point is a preset music playing time point or the music content played at the current music playing time point is within a preset music segment of the target music, displaying the music prompt rhythm mark in the target form on the target virtual object to indicate that the current time is at the time at which the interaction effect is best.

[0081] Alternatively, in the case where the current music playing time point is not the preset music playing time point, the form of the music prompt rhythm mark can be determined based on the distance between the current music playing time point and the preset music playing time point, or the form of the music prompt rhythm mark can be determined based on the distance between the music content played at the current music playing time point and the preset music segment.

[0082] The above-mentioned preset music playing time point can be a time point at which the player needs to perform a specific operation to produce a specific interaction effect in the target music. The display state of the music rhythm prompt mark indicates the relationship between the current music playing time point of the target music and the preset music playing time point, so that the player can clearly understand whether the specific operation needs to be performed at the current time, thereby prompting the player to accurately control the timing of performing the specific operation.

[0083] ​It should be noted that at other music playing time points of the target music other than the preset music playing time points, the player performs a specific operation, and the player can obtain an interactive effect that is worse than the game result at the preset music playing time points, or the player can also not obtain the interactive effect, which can be set according to requirements, and is not limited herein.

[0084] The preset music segment in the target music can be a music segment in the target music in which the player needs to perform a specific operation to generate a specific interactive effect. The music rhythm prompt identifier displays a state indicating a relationship between the currently played playing content of the target music and the preset music segment, so that the player can clearly know whether the player needs to perform a specific operation at the current time or a relative interval from the time when the player performs the specific operation, thereby prompting the player to accurately control the timing of performing the specific operation.

[0085] It should be noted that at other music segments of the target music other than the preset music segment, the player performs a specific operation, and the player can obtain an interactive effect that is worse than the game result at the preset music segment, or the player can also not obtain the interactive effect, which can be set according to requirements, and is not limited herein.

[0086] The preset music playing time point or the preset music segment can have a faster music rhythm or a slower music rhythm than other music playing time points or music segments, which can be set according to actual scene requirements.

[0087] The relationship between the playing content of the target music and the preset music segment in the target music includes, but is not limited to, an interval relationship (such as an interval length), a content matching degree, and the like.

[0088] In some embodiments, the preset music playing time point or the preset music segment in the target music can be marked with a key frame in the audio data of the target music by a related worker to indicate the preset music playing time point or the preset music segment in the target music, or the player can input music indication parameters for indicating music rhythm, music playing time point characteristics, or music segment characteristics of the preset music segment to the neural network model to prompt the neural network model to identify the preset music playing time point or the preset music segment in the target music based on the music indication parameters, and automatically mark the key frame corresponding to the identified preset music playing time point or preset music segment. The key frame corresponding to the preset music segment can be an audio frame corresponding to the start time and the end time of the preset music segment, or at least two audio frames in the preset music segment.

[0089] In some embodiments, the music rhythm prompt mark comprises at least two rhythm prompt sub-marks, for example, the at least two rhythm prompt sub-marks are parallel to each other on the graphical user interface, and the at least two rhythm prompt sub-marks are expanded or shrunk along the target virtual object to indicate the music rhythm of the target music.

[0090] Specifically, the music rhythm prompt mark dynamically changing with the target music can be that the closer the current music playing time point is to the preset music playing time point, the closer the distance between the at least two rhythm prompt sub-marks is, or the closer the music content played by the current music playing time point is to the preset music segment, the closer the distance between the at least two rhythm prompt sub-marks is, so that the form of the music rhythm prompt mark can be changed.

[0091] Optionally, if the playing content of the target music is the content at the preset music playing time point or in the preset music segment, the at least two rhythm prompt sub-marks can be displayed in an overlapping manner, or the at least two rhythm prompt sub-marks can be connected.

[0092] For example, as shown in FIG. 1A, a first target virtual object in the game scene has a plurality of rings displayed thereon, each ring corresponding to a rhythm prompt sub-mark, and as the current music playing time point is closer to the preset music playing time point, the rings can be shrunk and thickened based on the direction of the arrow beside a second target virtual object in the game scene, until the current music playing time point of the target music is the preset music playing time point, as shown in FIG. 1B, the two end thickened rings and the middle ring of a third target virtual object in the game scene are connected together. Figure 4 Figure 4 For example, as shown in FIG. 1A, a first target virtual object in the game scene has a plurality of rings displayed thereon, each ring corresponding to a rhythm prompt sub-mark, and as the current music playing time point is closer to the preset music playing time point, the rings can be shrunk and thickened based on the direction of the arrow beside a second target virtual object in the game scene, until the current music playing time point of the target music is the preset music playing time point, as shown in FIG. 1B, the two end thickened rings and the middle ring of a third target virtual object in the game scene are connected together. Figure 4 Figure 4

[0093] In some embodiments, the method further comprises: when the music rhythm prompt mark is in at least two forms including a target form, the display style of the music rhythm prompt mark can be updated to a target display style, so as to better remind the player, for example, the color of the music rhythm prompt mark is updated from white to blue, so as to remind the player to interact with the target virtual object through the style update of the music rhythm prompt mark.

[0094] In some embodiments, displaying the music rhythm prompt mark dynamically changing with the target music on the target virtual object comprises: determining a model vertex of the target virtual object; and associating the model vertex with the music rhythm prompt mark to display the music rhythm prompt mark dynamically changing with the target music on the target virtual object.

[0095] ​​​In the embodiment, the music rhythm prompt mark is bound to the target virtual object, and the music rhythm prompt mark can move accurately with the movement of the target virtual object. When the target virtual object moves, the music rhythm prompt mark can move with the target virtual object. For example, when the target virtual object jumps, the music rhythm prompt mark can jump with the target virtual object.

[0096] In step 104, in response to the interaction event with the target virtual object, a target interaction effect of the interaction event is determined based on a music playing time point when the interaction event is triggered.

[0097] The interaction event can be an interaction action of the player on the target virtual object. For example, when the target virtual object is a resource package, the player opens the resource of the resource package. For another example, when the target virtual object is an enemy virtual object, the player controls the controlled virtual object to attack the enemy virtual object. For another example, when the target virtual object is a virtual mount, the player can control a specific control or perform a specific operation on the virtual mount to interact with the virtual mount.

[0098] The target interaction effect is an effect corresponding to a matching degree of the interaction event and the target music. For example, when the interaction event and the music rhythm of the target music are completely matched, the effect is best (for example, the interaction event is implemented at a certain drum point of the target music. In the rhythm game mode, there can be at least one drum point, and the music rhythm prompt mark at the drum point is in a target form). When the interaction event and the music rhythm of the target music are not matched, the effect is poor (for example, the interaction event is implemented at a time point far from the drum point of the target music).

[0099] The matching degree of the interaction event and the target music can be determined based on a relationship between a music playing time point when the interaction event is triggered and a preset music playing time point, or a relationship between music content played at the music playing time point when the interaction event is triggered and a preset music segment.

[0100] In the embodiment, the terminal determines an interaction effect of the interaction event implemented by the player based on a matching situation between the interaction event and the preset music segment, so as to indicate whether the operation performed by the player conforms to the target music in the target game through the interaction effect.

[0101] In some embodiments, the target virtual object is an enemy virtual object, the interaction event is an attack event on the enemy virtual object, and the target interaction effect of the interaction event is determined based on a music playing time point when the interaction event is triggered. When the music playing time point when the attack event is triggered is a preset music time point or the playing content of the target music is content in a preset music segment, the attack effect of the attack event is determined to be a first attack effect. When the music playing time point when the attack event is triggered is not the preset music time point and the playing content of the target music is not the content in the preset music segment, the attack effect of the attack event is determined to be a second attack effect, which is smaller than the first attack effect.

[0102] The first attack effect can be an attack effect corresponding to a successful attack, and the second attack effect can be an attack effect corresponding to a failed attack.

[0103] The attack effect can be damage caused to the enemy virtual object or virtual resources obtained by attacking the enemy virtual object. For example, the first attack effect can cause a certain amount of damage to the enemy virtual object or increase the damage caused to the enemy virtual object to increase the blood damage caused to the enemy virtual object, and the second attack effect can cause less damage to the enemy virtual object.

[0104] In this embodiment, the first attack effect and the second attack effect are used to indicate whether the player's operation matches the music rhythm of the target music.

[0105] In some embodiments, the target virtual object is an enemy virtual object, the interaction event is an attack event on the enemy virtual object, and the target interaction effect of the interaction event is determined based on a music playing time point when the interaction event is triggered. The interval duration between the music playing time point when the interaction event is triggered and a preset music time point is determined, and the attack effect corresponding to the interval duration is determined based on a preset duration mapping relationship, i.e., the smaller the interval duration, the better the attack effect, for example, the smaller the interval duration, the greater the attack damage.

[0106] In some embodiments, the target virtual object is an enemy virtual object, the interaction event is an attack event on the enemy virtual object, and the target interaction effect of the interaction event is determined based on a music playing time point when the interaction event is triggered. The interval duration between the playing content of the target music when the interaction event is triggered and a preset music segment is determined, and the attack effect corresponding to the interval duration is determined based on a preset duration mapping relationship, i.e., the smaller the interval duration, the better the attack effect, for example, the smaller the interval duration, the greater the attack damage.

[0107] In some embodiments, the target virtual object is an enemy virtual object, the interaction event is an attack event on the enemy virtual object, and the target interaction effect of the interaction event is determined based on the music playing time point when the interaction event is triggered. The method comprises: determining the content matching degree between the playing content of the target music when the interaction event is triggered and the preset music segment, and determining the attack effect corresponding to the content matching degree based on the preset content mapping relationship, i.e., the higher the content matching degree, the better the attack effect. For example, the higher the content matching degree, the greater the attack damage caused.

[0108] In some embodiments, an error threshold can be introduced. If the difference between the music playing time point when the interaction event is triggered and the preset music time point, or the difference (such as interval length) between the playing content of the target music when the interaction event is triggered and the preset music segment, such as the difference between the content matching degree and the standard error threshold, is less than the error threshold, it can be determined that the playing content of the target music when the interaction event is triggered is the content within the preset music segment.

[0109] In some embodiments, the target virtual object is an enemy virtual object, the interaction event is an attack event on the enemy virtual object, and the method further comprises: when the music prompt rhythm identifier in the target form is displayed on the target virtual object, in response to the attack event on the target virtual object, the damage effect when attacking the target virtual object is increased based on the interaction effect corresponding to the target form, so as to improve the damage caused to the target virtual object, thereby giving the player a corresponding effect of positive feedback by performing a game operation matching the played music in the rhythm game mode.

[0110] Step 105: updating the identifier style of the music rhythm prompt identifier based on the target interaction effect.

[0111] In this embodiment, the identifier style of the music rhythm prompt identifier is updated based on the interaction effect, so as to indicate the interaction effect when interacting with the target virtual object through the identifier style of the music rhythm prompt identifier, and to prompt the player to understand the matching between the current interaction between the player and the target virtual object and the music rhythm of the target music.

[0112] For example, when the interaction effect is the first attack effect, it can be determined that the player has successfully hit the enemy virtual object, the identifier color of the music rhythm prompt identifier can be updated, such as updating the color of the music rhythm prompt identifier to green, and corresponding character descriptions can also be added, such as prompting "perfect" and other positive feedback information, such as Figure 4an identification style of the music rhythm prompt mark at the fourth target virtual object in the target game; when the interaction effect is the second attack effect, it can be determined that the player has not successfully hit the enemy virtual object, the identification color of the music rhythm prompt mark can be updated, such as updating the color of the music rhythm prompt mark to gray, and a corresponding character description can also be added to prompt negative feedback information, such as Figure 5 an identification style of the music rhythm prompt mark at the fifth target virtual object in the target game.

[0113] From the above, it can be seen that by responding to the rhythm mode trigger event of the target game, the target music is played in the target game; the target virtual object to be prompted is determined in the virtual scene; the music rhythm prompt mark dynamically changing with the target music is displayed on the target virtual object, and the music rhythm prompt mark is used to indicate the interaction effect when interacting with the target virtual object at the corresponding music playing time point; the target interaction effect of the interaction event is determined based on the music playing time point when the interaction event is triggered, in response to the interaction event with the target virtual object; and the identification style of the music rhythm prompt mark is updated based on the target interaction effect, so that the rhythm mode is triggered to start by the rhythm mode trigger event, and the music rhythm prompt mark is displayed on the target virtual object, prompting the player to focus on the game changes in the game scene while also understanding the interaction effect of the target music at different music playing time points, thereby improving the immersive experience of the player in the game and reducing the operation failure rate of the player in the rhythm scene.

[0114] The embodiment also provides a game information prompting device, which can be integrated in a terminal device. The terminal device provides a graphical user interface of a target game, and the graphical user interface displays at least part of a virtual scene. For example, as shown in Figure 5 The game information prompting device can include:

[0115] a music playing module 501, configured to play target music in a target game in response to a rhythm mode trigger event of the target game;

[0116] an object determining module 502, configured to determine a target virtual object to be prompted in a virtual scene;

[0117] an identification displaying module 503, configured to display a music rhythm prompt mark dynamically changing with the target music on the target virtual object, and the music rhythm prompt mark is used to indicate an interaction effect when interacting with the target virtual object at a corresponding music playing time point;

[0118] an effect determining module 504, configured to determine a target interaction effect of an interaction event with the target virtual object based on a music playing time point when the interaction event is triggered, in response to the interaction event;

[0119] The style updating module 505 is configured to update the identification style of the music rhythm prompt identifier based on the target interaction effect.

[0120] In some embodiments, the virtual scene includes the controlled virtual object and at least one enemy virtual object within a field of view of the controlled virtual object, and the object determining module 502 is specifically configured to:

[0121] In response to a relative position between the controlled virtual object and the enemy virtual object meeting a preset prompt condition, the enemy virtual object meeting the preset prompt condition is taken as the target virtual object.

[0122] In some embodiments, the preset prompt condition includes at least one of the following:

[0123] The controlled virtual object faces the enemy virtual object;

[0124] The distance between the controlled virtual object and the enemy virtual object is the closest;

[0125] The distance between the controlled virtual object and the enemy virtual object is less than or equal to a preset distance threshold;

[0126] There is a specified interaction behavior between the controlled virtual object and the enemy virtual object.

[0127] In some embodiments, the music rhythm prompt identifier is configured to move following the movement of the target virtual object.

[0128] In some embodiments, the music rhythm prompt identifier is displayed around the target virtual object.

[0129] In some embodiments, the music rhythm prompt identifier is configured to dynamically change among a plurality of forms, the plurality of forms including a target form, and the interaction effect when the music rhythm prompt identifier in the target form interacts with the target virtual object is higher than the interaction effect when the music rhythm prompt identifier in other forms than the target form interacts with the target virtual object.

[0130] In some embodiments, the identifier displaying module 503 is specifically configured to:

[0131] Obtain a current music playing time point of the target music;

[0132] If the current music playing time point is a preset music playing time point, or the music content played by the current music playing time point is within a preset music segment of the target music, display the music prompt rhythm identifier in the target form on the target virtual object.

[0133] In some embodiments, the target virtual object is an enemy virtual object, the interaction event is an attack event on the enemy virtual object, and the game information prompting apparatus further comprises an effect processing module, which is specifically configured to:

[0134] When the music prompt rhythm mark in the target form is displayed on the target virtual object, in response to the attack event on the target virtual object, the damage effect when attacking the target virtual object is increased based on the interaction effect corresponding to the target form.

[0135] In some embodiments, the music rhythm prompt mark comprises at least two rhythm prompt sub-marks, the closer the current music playing time point is to the preset music playing time point, the closer the distance between the at least two rhythm prompt sub-marks is, or the closer the music content played by the current music playing time point is to the preset music segment, the closer the distance between the at least two rhythm prompt sub-marks is.

[0136] In some embodiments, the mark display module 503 is specifically configured to:

[0137] determine the model vertex of the target virtual object;

[0138] associate the model vertex with the music rhythm prompt mark, so as to display the music rhythm prompt mark dynamically changing with the target music on the target virtual object.

[0139] As can be seen from the above, by responding to the rhythm game mode trigger event of the target game, the target music is played in the target game; the target virtual object to be prompted is determined in the virtual scene; the music rhythm prompt mark dynamically changing with the target music is displayed on the target virtual object, the music rhythm prompt mark being used to indicate the interaction effect when interacting with the target virtual object at the corresponding music playing time point; in response to the interaction event with the target virtual object, the target interaction effect of the interaction event is determined based on the music playing time point when the interaction event is triggered; the mark style of the music rhythm prompt mark is updated based on the target interaction effect, so that the rhythm game mode is triggered to be started by the rhythm game mode trigger event, and the music rhythm prompt mark is displayed on the target virtual object, which prompts the player to focus on the game changes in the game scene while also understanding the interaction effect of the target music at different music playing time points, thereby improving the immersive experience of the player in the game, so as to reduce the operation failure rate of the player in the rhythm game scene.

[0140] Correspondingly, the embodiment of the present application further provides an electronic device, which can be a terminal, such as a smart phone, a tablet computer, a notebook computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), and the like. Alternatively, the electronic device can be a server.

[0141] As shown in Figure 6 Figure 6 An electronic device provided by the embodiment of the present application is shown in a structural schematic diagram. The electronic device 600 includes a processor 601 having one or more processing cores, a memory 602 having one or more computer readable storage media, and a computer program stored in the memory 602 and executable on the processor. The processor 601 is electrically connected to the memory 602. Those skilled in the art can understand that the structure of the electronic device shown in the figure does not constitute a limitation on the electronic device, and can include more or fewer components than shown in the figure, or combine certain components, or different component arrangements.

[0142] The processor 601 is the control center of the electronic device 600, and connects various parts of the entire electronic device 600 through various interfaces and lines. By running or loading the software program and / or unit stored in the memory 602, and calling the data stored in the memory 602, the processor 601 performs various functions and processes data of the electronic device 600, thereby overall monitoring the electronic device 600. The processor 601 can be a central processing unit (CPU), a graphics processing unit (GPU), a network processor (NP), etc., and can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of the present application.

[0143] In the embodiment of the present application, the processor 601 in the electronic device 600 will load the instructions corresponding to the processes of one or more application programs into the memory 602, and run the application programs stored in the memory 602 by the processor 601, thereby realizing various functions, such as:

[0144] In response to a rhythm game mode triggering event of the target game, playing the target music in the target game;

[0145] Determining a target virtual object to be prompted in the virtual scene;

[0146] Displaying a music rhythm prompt mark dynamically changing with the target music on the target virtual object, the music rhythm prompt mark being used to indicate an interaction effect when interacting with the target virtual object at a corresponding music playing time point;

[0147] ​In response to the interaction event with the target virtual object, a target interaction effect of the interaction event is determined based on a music playing time point when the interaction event is triggered;

[0148] The target interaction effect is used to update an identification style of the music rhythm prompt identifier.

[0149] Therefore, the electronic device 600 provided in this embodiment can reduce the operation failure rate of the player in the rhythm game scene.

[0150] The specific implementation of each operation can refer to the foregoing embodiments, which will not be described herein.

[0151] Optionally, as shown in Figure 6 The electronic device 600 further includes a touch display screen 603, a radio frequency circuit 604, an audio circuit 605, an input unit 606, and a power supply 607. The processor 601 is electrically connected with the touch display screen 603, the radio frequency circuit 604, the audio circuit 605, the input unit 606, and the power supply 607, respectively. Those skilled in the art can understand that Figure 6 The electronic device structure shown in the figure does not constitute a limitation on the electronic device, and can include more or fewer components than the figure, or combine certain components, or different component arrangements.

[0152] The touch display screen 603 can be used to display a graphical user interface and receive operation instructions generated by user acting on the graphical user interface. The touch display screen 603 can include a display panel and a touch panel. The display panel can be used to display information input by the user or provided to the user and various graphical user interfaces of the electronic device, which can be composed of graphics, text, icons, video and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. The touch panel can be used to collect touch operations (such as user operations on or near the touch panel using a finger, a stylus or any suitable object or accessory) of the user thereon or therearound, and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel can include two parts of a touch detection device and a touch controller. The touch detection device detects the touch position of the user and detects the signals generated by the touch operation, and transmits the signals to the touch controller; the touch controller receives the touch information from the touch detection device, and converts it into touch coordinates, and then sends it to the processor 601, and can also receive commands from the processor 601 and execute them. The touch panel can cover the display panel, and when the touch panel detects a touch operation thereon or therearound, it transmits to the processor 601 to determine the type of the touch event, and then the processor 601 provides corresponding visual output on the display panel according to the type of the touch event. In the embodiments of the present application, the touch panel and the display panel can be integrated into the touch display screen 603 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can realize the input and output functions as two independent components. That is, the touch display screen 603 can also realize the input function as part of the input unit 606.

[0153] The radio frequency circuit 604 can be used to transceive radio frequency signals to establish wireless communication with network devices or other electronic devices.

[0154] The audio circuit 605 can be used to provide an audio interface between the user and the electronic device through the speaker and the microphone. The audio circuit 605 can convert the received audio data into an electrical signal and transmit it to the speaker, which converts it into a sound signal output. On the other hand, the microphone collects sound signals and converts them into electrical signals, which are received by the audio circuit 605 and converted into audio data. After being processed by the processor 601, the audio data is transmitted to another electronic device through the radio frequency circuit 604, or output to the memory 602 for further processing. The audio circuit 605 can also include an earphone jack to provide communication between the external earphone and the electronic device.

[0155] The input unit 606 can be configured to receive inputted digital, character information or user feature information (e.g., fingerprint, iris, face information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.

[0156] The power supply 607 is configured to supply power to various components of the electronic device 600. Optionally, the power supply 607 can be logically connected to the processor 601 through a power management system, so as to realize functions such as management of charging, discharging and power consumption management through the power management system. The power supply 607 can also include one or more direct current or alternating current power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, etc.

[0157] Although Figure 6 The electronic device 600 can also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which are not described herein.

[0158] In the above embodiments, the description of each embodiment has its own focus, and the parts not described in detail in a certain embodiment can be referred to the related description of other embodiments.

[0159] Those skilled in the art can understand that all or part of the steps in the methods of the above embodiments can be completed by instructions, or by related hardware controlled by the instructions, which can be stored in a computer readable storage medium and loaded and executed by a processor.

[0160] To this end, an embodiment of the present application provides a computer readable storage medium, which stores a plurality of computer programs. The computer programs can be loaded by a processor to execute any game information prompting method provided by an embodiment of the present application. The computer programs can execute the steps of the following game information prompting method:

[0161] In response to a rhythm game mode triggering event of a target game, playing target music in the target game;

[0162] Determining a target virtual object to be prompted in a virtual scene;

[0163] Displaying a music rhythm prompt mark dynamically changing with the target music on the target virtual object, the music rhythm prompt mark being used to indicate an interaction effect when interacting with the target virtual object at a corresponding music playing time point;

[0164] In response to an interaction event with the target virtual object, determining a target interaction effect of the interaction event based on a music playing time point when the interaction event is triggered;

[0165] The identification style of the music rhythm prompt identification based on the target interaction effect is updated.

[0166] It can be seen that the computer program can be loaded by the processor to execute any game information prompting method provided by the embodiments of the present application, thereby bringing the following technical effects: reducing the operation failure rate of the player in the rhythm game scene.

[0167] The specific implementation of each operation can refer to the foregoing embodiments, which will not be described here.

[0168] The computer readable storage medium can include a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.

[0169] Due to the computer program stored in the computer readable storage medium, any game information prompting method provided by the embodiments of the present application can be executed, and thus the beneficial effects of any game information prompting method provided by the embodiments of the present application can be achieved. Details can be found in the foregoing embodiments, which will not be described here.

[0170] According to an aspect of the present application, a computer program product or computer program is also provided, which includes computer instructions stored in a computer readable storage medium. The processor of the electronic device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions to enable the electronic device to perform the method provided in various optional implementation manners in the foregoing embodiments.

[0171] In the above game information prompting device, computer readable storage medium, electronic device, and computer program product embodiments, the description of each embodiment has its own focus, and the parts not described in detail in an embodiment can refer to the related description of other embodiments. Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the game information prompting device, computer readable storage medium, computer program product, electronic device, and corresponding units thereof described above and the beneficial effects brought by them can refer to the description of the game information prompting method in the foregoing embodiments, which will not be described here in detail.

[0172] The game information prompting method and device, the electronic device, the computer readable storage medium, and the computer program product provided by the embodiments of the present application are described in detail above, and the principles and implementation manners of the present application are described by applying specific examples. The above embodiment description is only used to help understand the method of the present application and its core idea; meanwhile, for those skilled in the art, according to the idea of the present application, the specific implementation manner and application range will be changed, and the above description should not be understood as a limitation on the present application.

Claims

1. A game information presentation method characterized by comprising: The method comprises the following steps: providing a target game by a terminal device, a graphical user interface of the target game displays at least a part of a virtual scene, the method comprises: playing target music in the target game in response to a rhythm game mode triggering event of the target game; determining a target virtual object to be prompted in the virtual scene; displaying a music rhythm prompt mark on the target virtual object, the music rhythm prompt mark dynamically changes with the target music, and the music rhythm prompt mark is used to indicate an interaction effect when interacting with the target virtual object at a corresponding music playing time point; determining a target interaction effect of the interaction event based on a music playing time point when the interaction event is triggered in response to the interaction event with the target virtual object; 2. The game information presentation method according to Claim 1, wherein updating an identification style of the music rhythm prompt mark based on the target interaction effect. The virtual scene comprises a controlled virtual object and at least one enemy virtual object within a visual range of the controlled virtual object, and the method of determining the target virtual object to be prompted in the virtual scene comprises:

3. The game information presentation method according to claim 2, wherein determining an enemy virtual object that meets a preset prompting condition as the target virtual object in response to a relative position between the controlled virtual object and the enemy virtual object meeting the preset prompting condition. The preset prompting condition comprises at least one of the following: the controlled virtual object is directed towards the enemy virtual object; a distance between the controlled virtual object and the enemy virtual object is the shortest; the distance between the controlled virtual object and the enemy virtual object is less than or equal to a preset distance threshold; 4. The game information presentation method according to Claim 1, wherein a specified interaction behavior exists between the controlled virtual object and the enemy virtual object.

5. The game information presentation method according to Claim 1, wherein The music rhythm prompt mark is configured to move following the movement of the target virtual object.

6. The game information presentation method according to Claim 1, wherein The music rhythm prompt mark is displayed around the target virtual object.

7. The game information presentation method according to claim 6, wherein The music rhythm prompt mark is configured to dynamically change among a plurality of forms, the plurality of forms comprise a target form, and an interaction effect when interacting with the target virtual object is higher when the music rhythm prompt mark is in the target form than when the music rhythm prompt mark is in other forms that are not the target form. The method of displaying the music rhythm prompt mark on the target virtual object that dynamically changes with the target music comprises: obtaining a current music playing time point of the target music; 8. The game information presentation method according to Claim 7, wherein if the current music playing time point is a preset music playing time point or music content played at the current music playing time point is within a preset music segment of the target music, displaying the music prompt rhythm mark in the target form on the target virtual object. The target virtual object is an enemy virtual object, and the interaction event is an attack event on the enemy virtual object, and the method further comprises: when the music prompt rhythm mark in the target form is displayed on the target virtual object, in response to the attack event on the target virtual object, a damage effect when attacking the target virtual object is increased based on the corresponding interaction effect of the target form.

9. The game information presentation method according to Claim 7, wherein The music rhythm prompt identifier includes at least two rhythm prompt sub-identifiers, and the closer the current music playing time point is to the preset music playing time point, or the closer the music content played by the current music playing time point is to the preset music segment, the closer the distance between the at least two rhythm prompt sub-identifiers is.

10. The game information presentation method according to any one of claims 1 to 9, wherein The music rhythm prompt identifier displayed on the target virtual object dynamically changes with the target music, and the method comprises the steps of: determining a model vertex of the target virtual object; associating the model vertex with the music rhythm prompt identifier, so as to display the music rhythm prompt identifier dynamically changing with the target music on the target virtual object.

11. A game information presentation device characterized by comprising: A terminal device provides a graphical user interface of a target game, and the graphical user interface displays at least part of a virtual scene, and the device comprises: a music playing module configured to play target music in the target game in response to a rhythm game mode triggering event of the target game; an object determining module configured to determine a target virtual object to be prompted in the virtual scene; an identifier displaying module configured to display a music rhythm prompt identifier dynamically changing with the target music on the target virtual object, the music rhythm prompt identifier being used to indicate an interaction effect when interacting with the target virtual object at a corresponding music playing time point; an effect determining module configured to determine a target interaction effect of an interaction event in response to the interaction event with the target virtual object, based on a music playing time point when the interaction event is triggered; a style updating module configured to update an identifier style of the music rhythm prompt identifier based on the target interaction effect.

12. An electronic device, comprising: The device comprises a processor and a memory, and the memory stores a plurality of instructions; the processor loads the instructions from the memory to execute the steps of the game information prompting method according to any one of claims 1 to 10.

13. A computer-readable storage medium, characterized in that, The computer readable storage medium stores a plurality of instructions, and the instructions are adapted to be loaded by a processor to execute the steps of the game information prompting method according to any one of claims 1 to 10.